I wanted to ask how can I load Texture2D image from file (i don't want to use XNA's Content Pipeline) while preserving transparency of my image, because I want skinning in my game.
Code I have:
Initialising Texture using _cursor.Texture = _helper.LoadPicture("skin\\cursor.png");
Drawing Texture using spriteBatch.Draw(Texture, rectangle, Color.BlanchedAlmond);
public Texture2D LoadPicture(string filename) {
FileStream setStream = File.Open(filename, FileMode.Open);
StreamReader reader = new StreamReader(setStream);
Texture2D NewTexture = Texture2D.FromStream(_graphicsDevice, setStream);
setStream.Dispose();
return NewTexture;
}
Screenshot 1 (Result): http://prntscr.com/cxjzwu
Screenshot 2 (Expected): http://prntscr.com/cxk065
I've tried to recreate your problem, but it worked fine for me:
My code behind the scenes:
#region Usings
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
#endregion
namespace OpacityTest
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
private static Texture2D Tested;
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
using (var fileStream = new FileStream("test.png", FileMode.Open))
{
Tested = Texture2D.FromStream(GraphicsDevice, fileStream);
}
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// Important!!!
Tested.Dispose();
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
Exit();
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
spriteBatch.Draw(Tested, Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
I'm using this texture:
and put it into my build folder.
Now I see where your problem is - the colors alpha value is set to the maximum. I have tried some things and got to the conclusion, that you have to replace this line:
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
with that line:
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);
After that I got your Content.Load result:
If you want to know more about "Premultiplied alpha" click me! :)
There is the second texture I've used for the cursor: