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# D3D Sprites - Whats going on here?

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Hey All, Im displaying a sprite on screen using the D3DX functions. I load it: D3DXCreateTextureFromFile and pass it in the flags, a dword containing D3DX_TEXTURE_NOMIPMAP I later on display it using D3DXDrawSpriteSimple Easy? My problem is this - the image I am displaying is dark blue with a cyan stripe going down the right hand side. When DirectX displays it, i notice that it has a faint cyan stripe down the left hand side too. If I display a bitmap which has the cyan stripe along the bottom, I notice a faint cyan stripe along the top when DirectX displays it. I am assuming this is a problem with DX ''anti-aliasing'' the sprite? Any pointers would be awesome! regards, GeniX

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Try turning off ALL filtering when you draw those sprites.
That is, use "nearest" instead of "bilinear", "trilinear" or whatever you might have. I don''t remember which state you should use, so read the docs...
(well, disabling wrapping might help too...)

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Yay,

I had thought of that, but assumed it would be a mipmap or such.

But when you mentioned "filter" I searched the dx docs for filter. Turns out that the D3DXPrepareDeviceForSprite (if i recall correctly) turns on a whole bunch of texture stage filters.
One of them was a filter applied to sprites which are not full size, and was set to LINEAR. I changed it to POINT and it works fine (altho it doesnt look as nice without the smoothing

Thanks a lot for your help

regards,

GeniX

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The Tip with changing the Wrapping should be the better way.
You can disable texturewrapping by using :
  // DisableD3DDevice->SetTextureStageState(D3DTSS_ADDRESS,D3DTADDRESS_CLAMP); //EnableD3DDevice->SetTextureStageState(D3DTSS_ADDRESS,D3DTADDRESS_WRAP);

With this you get smoothed Sprites, without the colors on the wrong places.

Lars

Edited by - Lars W. on June 26, 2000 9:42:59 PM

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