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Texture Filtering

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I''m using DX8 for 2D, and all is well. I''ve pretty much rewritten every DD7 function into D3D8 but there''s one problem. The textures are filtered and it is very annoying! I looked at the SetTextureState function, and tried setting all the params it said in the documentation but to no avail. Any suggestions? It’s not cruelty if you inject enough amphetamines…

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quote:
Original post by Semicolon
All you have to do should be this:

lpD3DDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, 3DTEXF_NONE );


lpD3DDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_NONE );




You see, I tried that. (Not using D3DTEXF_NONE but using the associated number instead to make it slightly easier to read, let alone it was deleted in frustration)

Just a thought:
Does it have anything to do with the texture being loaded, maybe being filtered as being read from the bmp?

It’s not cruelty if you inject enough amphetamines…

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quote:
Original post by Tooko
Just a thought:
Does it have anything to do with the texture being loaded, maybe being filtered as being read from the bmp?


Are you using a D3DX function to load your BMPs ? I''m not sure but if your images don''t have power of two width/height they are resized with a bilinear filter.

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