In XNA, is it possible to merge two alpha blended sprites so they look like one contiguous shape, eliminating the merge of colour at the overlap? At the moment when I try, the intersection is quite visible:

I'd like it to look more like this mockup:

This is the drawing code for this example, but it's similar to what's being used in the actual game:
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); for (int x = 10; x <= 1000; x += 10) for (int y = 10; y <= 1000; y += 10) spriteBatch.Draw(Content.Load<Texture2D>("dot"), new Vector2(x, y), null, Color.Gray, 0, Vector2.Zero, 1, SpriteEffects.None, 0.1f); spriteBatch.Draw(Content.Load<Texture2D>("circle"), new Vector2(200, 200), null, Color.FromNonPremultiplied(255, 255, 255, 50), 0, Vector2.Zero, 1, SpriteEffects.None, 0.5f); spriteBatch.Draw(Content.Load<Texture2D>("circle"), new Vector2(300, 200), null, Color.FromNonPremultiplied(255, 255, 255, 50), 0, Vector2.Zero, 1, SpriteEffects.None, 0.5f); spriteBatch.End(); base.Draw(gameTime); } I suspect the answer is somehow combining the textures before passing them to the spritebatch to be drawn, but I'd prefer to avoid that if at all possible.
Thanks for any help!