title: MonoGame - BlendState - 2D SpriteBatch
body: <p>I need <code>SpriteBatch</code> to render images how I would expect in WPF or a normal UIKit app:</p>
  
  <ul>
  <li>partially transparent PNGs render on top of one another, as you would expect</li>
  <li>I have an alpha I can modify, preferably something like using <code>Color.White</code> and modifying the <code>A</code> value.</li>
  </ul>
  
  <p>Closest has been using <code>BlendState.NonPremultiplied</code>, but I get weird lines where partially transparent PNGs overlap on one another.</p>
  
  <p>I was having similar issues on Windows <a href="https://stackoverflow.com/questions/10450585/xna-blendstate-with-spritebatch">(see here)</a>, but fixed it by changing the <code>Premultiplied</code> setting in the XNA content project.  How can I do similar for MonoGame?  (I'm expecting there is a difference in OpenGL here)</p>