I'm using SpriteBatch to draw a Texture2D on the screen and was wondering how I could manipulate the the images opacity? Anyone know the best way in accomplishing this?
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问题:
回答1:
Assuming you are using XNA 4.0 with premultiplied alpha. In your spritebatch.draw multiply the color by a float, 0.5f for 50% transparency, and draw as you would normally. If you are not using premultiplied alpha I suggest you do for performance reasons and its more intuitive after you get used to it.
Example:
_spriteBatch.Draw(texture, location, Color.White * 0.5f);
Edit: Also make sure you set your blend state to BlendState.AlphaBlend, or another blend state that supports alpha and is not NonPremultiplied.
Example:
_spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
回答2:
Just use color as new Color(RGBA);
where:
- R is Red
- G is Green
- B is Blue
- A is Alpha
For instance:
new Color(100, 100, 100, 100);