Quote:Original post by jnye
I'm trying that now, but would prefer not to use it.
I would like to maintain a little more control over my class. Do anyone know if D3DXSprite automatically handles breaking textures down if they are larger than the video card supports? Also, doesn't D3DXSprite blur the sprite...I want an exact image of my source file.
The "blurring" can be disabled in the code when you call D3DXSprite->Begin by setting these device sampler states:
D3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
D3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
D3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
I would encourage you to use D3DXSprite interface.