我已尝试重现您的问题,但对我来说效果很好:
我的幕后代码:
#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);
}
}
}
我正在使用这种纹理:
并将其放入我的构建文件夹中。
[编辑]
现在我知道您的问题出在哪里 - 颜色的 alpha 值设置为最大值。我已经尝试了一些事情并得出结论,您必须替换此行:
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
用那一行:
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied);
之后我得到了你的 Content.Load 结果:
如果您想了解更多关于“预乘 alpha”的信息,请点击me! :)
这是我用于光标的第二个纹理: