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 color
argument?