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textured quad distorted

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I''ve been lurking around this forum for a few months but I can''t find the answer to my latest problem. So far I''ve been making all my textures with dimensions in powers of two, and everything has worked great. However, I went to program a splash screen intro for my game, and the image is getting distorted (looks a little squished). The dimensions of the splash screen image are 640x480. When I use square images, there is no distortion. My vertices look like this: CustomVertex.TransformedTextured[] vertices = (CustomVertex.TransformedTextured[])vb.Lock(0, LockFlags.None);
			vertices[0] = new CustomVertex.TransformedTextured(this.AbsoluteLocation.X, this.AbsoluteLocation.Y, 0.0f, 1.0f, 0.0f, 0.0f);
			vertices[1] = new CustomVertex.TransformedTextured(this.AbsoluteLocation.X + this.Bounds.Width, this.AbsoluteLocation.Y, 0.0f, 1.0f, 1.0f, 0.0f);
			vertices[2] = new CustomVertex.TransformedTextured(this.AbsoluteLocation.X, this.AbsoluteLocation.Y + this.Bounds.Height, 0.0f, 1.0f, 0.0f, 1.0f);
			vertices[3] = new CustomVertex.TransformedTextured(this.AbsoluteLocation.X + this.Bounds.Width, this.AbsoluteLocation.Y + this.Bounds.Height, 0.0f, 1.0f, 1.0f, 1.0f);
			this.D3DDevice.SetTexture(0, this.Texture);
			this.D3DDevice.SetStreamSource(0, vb, 0);
			this.D3DDevice.VertexFormat = CustomVertex.TransformedTextured.Format;
			this.D3DDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);

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I had problems with distortion unless I loaded my texture in without filtering. The default filtering seems to distort static images.

You could also just use the sprite interface. I have found the performance to be no better/worse than the textured quads for a splash/title screen.

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I ended up just making my splash screen 512x512 but I did look into the sprites and they would have worked so thanks. Another idea I thought of is making a larger texture than needed and adjusting the tu/tv to get what I need out of it. Seems obvious now but we all know how inspiration works.

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