<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>SpriteBatch and custom blend modes</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/01/02/spritebatch-and-custom-blend-modes.aspx</link><description>I said I would write some more about using custom renderstates with SpriteBatch, and being a man of my word, here it comes... 
 The SpriteBlendMode enum has built in support for a couple of the most common blending modes. AlphaBlend is good for most</description><dc:language>en</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: SpriteBatch and custom blend modes</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/01/02/spritebatch-and-custom-blend-modes.aspx#10191759</link><pubDate>Mon, 01 Aug 2011 18:40:04 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10191759</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;&amp;gt; How would you do this in XNA 4.0?&lt;/p&gt;
&lt;p&gt;See &lt;a rel="nofollow" target="_new" href="http://blogs.msdn.com/b/shawnhar/archive/2010/04/02/state-objects-in-xna-game-studio-4-0.aspx"&gt;blogs.msdn.com/.../state-objects-in-xna-game-studio-4-0.aspx&lt;/a&gt; and &lt;a rel="nofollow" target="_new" href="http://blogs.msdn.com/b/shawnhar/archive/2010/04/05/spritebatch-and-custom-renderstates-in-xna-game-studio-4-0.aspx"&gt;blogs.msdn.com/.../spritebatch-and-custom-renderstates-in-xna-game-studio-4-0.aspx&lt;/a&gt;&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10191759" width="1" height="1"&gt;</description></item><item><title>re: SpriteBatch and custom blend modes</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/01/02/spritebatch-and-custom-blend-modes.aspx#10191710</link><pubDate>Mon, 01 Aug 2011 16:46:01 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10191710</guid><dc:creator>Dayus</dc:creator><description>&lt;p&gt;How would you do this in XNA 4.0??? that would be really helpful!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10191710" width="1" height="1"&gt;</description></item><item><title>BentMaze 1.2: Lights Out!</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/01/02/spritebatch-and-custom-blend-modes.aspx#1835057</link><pubDate>Thu, 08 Mar 2007 12:35:25 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:1835057</guid><dc:creator>Manders vs. Machine</dc:creator><description>&lt;p&gt;I've been playing with 2D lighting lately so I can add it to my XNA maze game . Lighting in computer&lt;/p&gt;
&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=1835057" width="1" height="1"&gt;</description></item><item><title>re: SpriteBatch and custom blend modes</title><link>http://blogs.msdn.com/b/shawnhar/archive/2007/01/02/spritebatch-and-custom-blend-modes.aspx#1432774</link><pubDate>Mon, 08 Jan 2007 07:44:31 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:1432774</guid><dc:creator>TonyHoyt</dc:creator><description>&lt;p&gt;Wow, this actually looks pretty damn cool but, I think I might want a little example code if you could whip something up for this? &amp;nbsp;Do you have anything for C# + XNA that would do what you have as a simple example for a curious mind to tinker with? &amp;nbsp;It doesn't sound all that complex, really.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=1432774" width="1" height="1"&gt;</description></item></channel></rss>