Direct3D can produce transparency effects by blending a texture with a primitive's color. It can also blend multiple textures onto a primitive. This section presents information on how texture blending is done. It is divided into the following topics:
If you want your application to use texture blending, the program should first check to see if the user's hardware supports it. The relevant information is found in the dwTextureCaps member of the D3DPRIMCAPS structure. For details on how to query the user's hardware for texture blending capabilities, see IDirect3DDevice3::GetCaps and D3DDEVICEDESC.