Roating quads makes for one ugly sprite.
Hey all,
I've setup an orthographic projection matrix, and am rendering my 2D quad by transforming it using the D3DXMatrix library of functions.
When I rotate the quad, I end up with one disgusting sprite:
I'll be happy to supply relevant code, but I'm not sure where / what would be causing this. Is this a mipmap issue?
Please note: The actual quad is rotating, not the sprite image itself.
SetSamplerState(D3DSAMP_MINFILTER, D3DTEXF_LINEAR);SetSamplerState(D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
One (or both) of those might help. Default is D3DTEXF_POINT, which just grabs the nearest point from the sprite. D3DTEXF_LINEAR does bilinear filtering, by averaging texels from the sprite, when screen pixels and sprite texels don't match up exactly, as is the case when rotating.
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