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Pixel perfect blitting with ID3DXSprite

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On newer graphics cards, ID3DXSprite provides expected results of every pixel being the exact same (color and position) as the source texture. However, using ID3DXSprite on older cards (pre hardware-shader era) they get fuzzy, like when you save a bitmap as a jpeg. Is this just a fact of life or is there a better way to do this? I use ID3DXSprite as part of a bigger game, so to make sure I hadn't convoluted the issue, I made the most dead-simple example of using ID3DXSprite as possible. Even though its 102 lines, there are only a couple of non-boilerplate. I posted it here: http://students.cs.tamu.edu/law1521/StuffFolder/ID3DXSprite_test.zip . Any suggestions anyone? Thank you

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Thanks a lot for running it! The computers with fuzzy blitting have integrated graphics and don't give access to the setting you mentioned. I'm starting to suspect its purely a quality of implementation issue. I also tried with a D3DDEVTYPE_REF which made it look perfect even on the crappy cards.

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