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towers

blurred horizontal but not vertical for primitives

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Hello, I have been trying to render primitives in a client window, using DirectX 9.0, February 2005 SDK, and VC++ 6.0. I'm attempting to render to two different client windows (actually two document views, using a splitter window inside a MFC MDI child client window). My guess is the following is _not_ due to the two windows, since only one currently has any rendering code. When I attempt to draw any primitives (lines, triangles, the teapot, etc.), I get "blurring" for any horizontal edges, but not vertical edges. The blurring looks like some kind of antialiasing gone horribly wrong. Strictly vertical edges do not exhibit this, but anything slightly off vertical does. This does not seem to be a hardware problem, as independently compiled sample programs do not produce this. I've also pasted a number of different sample code snippets in - trying to use both orthonormal and perspective projections - same problem with all of them. Any suggestions would be greatly appreciated - apologies if this is a trivial problem, but between searching the sdk doc and Google, I'm stumped. -Dave

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Sounds to me like your setting the backbuffer to a different width than your window. Direct3D will scale the backbuffer to fit your window and does texture filtering in the process.

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