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Alpha can also be supplied in a material. To enable material alpha, set the diffuse material render state so that the runtime will use the material diffuse color components rather than the vertex diffuse color components.
m_pd3dDevice->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL );
Initialize the material with an alpha value, and set the material before drawing.
D3DMATERIAL9 mtrl;
mtrl.Diffuse = mtrl.Ambient = mtrl.Specular = mtrl.Emissive =
D3DCOLORVALUE(255,0,0,0.5f)
m_pd3dDevice->SetMaterial(&mtrl);
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