I have create a 2D game with directx11 and i want to use a depth buffer instead of a painter's algorithm to draw the sprites but i have a problem since i'm not really good with directx 3d programming. I can create a depthstencilview and it works but look at the following image: the darker circle is not a semi-circle, they use the same texture and the same mesh: a quad. First i render the light red circle( with 0.5 depth) and then the darker one(1.0f depth). the alpha pixels of the first subscribe the depth buffer so the second isn't displayed correctly. I need aplha pixels don't subscribe depth buffer I can i set depth stencil / alpha blend state to do this?
Sorry for the bad english