Spent more time reading the forums/documentation and figured out that using the built in engine with transparency isn't supported. The workaround I used was rendering the polygon soup -- which happened to be blood -- onto a separate render target, and then multiplying that texture by the scene texture itself as a post-process effect. This produced an acceptable result, but transparency would likely look better.
-----------------
I'm trying to render a custom soup of polygons using index/vertex buffers. The current code I'm using is as follows....
SynapseGaming.LightingSystem.Effects.Forward.LightingEffect le;le = new SynapseGaming.LightingSystem.Effects.Forward.LightingEffect(GraphicsDevice);
le.DiffuseMapTexture = Tex;le.TransparencyMap = Tex;
BoundingSphere sphere = new BoundingSphere(Vector3.Zero, 100000f);
SynapseGaming.LightingSystem.Rendering.SceneObject o;o = new SynapseGaming.LightingSystem.Rendering.SceneObject(le, sphere, Matrix.Identity,Blood.IBuffer, Blood.VBuffer, Blood.Declaration, 0, PrimitiveType.TriangleList, Blood.tris, 0, Blood.verts, 0, VertexPositionNormalTextureBump.SizeInBytes);o.Visibility = ObjectVisibility.RenderedAndCastShadows;
sceneInterface.ObjectManager.Submit(o);
This works, but I need to be able to alpha blend this model by its alpha channel. Is this possible in sunburn?
I tried using a custom SAS effect but I couldn't get it to shadow (it was always self illuminating)