Here i go again with a question:
This is the situation, im using textured quads to render 2d image in Direct3d 9. I used http://www.gamedev.net/page/resources/_/technical/directx-and-xna/2d-in-direct3d-using-textured-quads-r1972 as a starting point. I have just 1 backbuffer fixed to 256x240. So i have a texture of that size wich i fill with data, then it gets drawed and finally go to the backbuffer and then to the front.
I need Point Sampling and Linear Interpolation for the image.
I tried this:
d3ddev->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT); 3ddev->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); d3ddev->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); d3ddev->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); d3ddev->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); d3ddev->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
Where d3ddev is the Direct3d9 Divice as you have noticed.
But i can't notice any changes in the output.
Im very new so i ask for help.
Sorry the lame question, but im beggining whith all this d3d stuff.