I know I've done this before, but I can't figure out how to draw a sprite to a surface while maintaining its alpha value. I have to do this because converting from sprite to buffer involves drawing the sprite to the surface. I use the alpha channel as a specular map, and needless to say, it needs to stay the same value whenever I convert to a buffer and back. Drawing transparent sprites to a surface using the default drawing options messes up the alpha completely. So... how do I draw to a surface without blending the alphas?