title: DirectX 11 Blending transparent objects, not desirable result
body: <p>I'm trying to implement transparent objects in D3D11. I've setup my blend state like this:</p>
  
  <pre><code>D3D11_BLEND_DESC blendDesc;
  
  ZeroMemory(&amp;blendDesc, sizeof (D3D11_BLEND_DESC));
  
  
  blendDesc.RenderTarget[0].BlendEnable = TRUE;
  blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
  blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; //0x0f;
  // set blending
  m_d3dDevice-&gt;CreateBlendState(&amp;blendDesc, &amp;blendState);
  
  float blendFactor[4] = {1,1,1, 1 };
  m_d3dContext-&gt;OMSetBlendState(blendState, blendFactor, 0xffffffff);
  </code></pre>
  
  <p>Rendering transparent object on top of nontransparent object looks fine. Problem is, when I draw transparent object, and another transparent object on top of it, their colors add up and are less transparent. How to prevent this? Thank you very much</p>