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