I have a sprite loaded from a PNG that has an alpha channel. The image contains an opaque disk, and the rest of it is transparent.
I want to use the
color argument of
SpriteBatch.Draw(...) to change the tint of the disk. However, the default blending behavior applies the color to the entire sprite, so I end up with an opaque square outline around the tinted disk.
Is there any way to change the blend mode so that transparent pixels are not affected by the