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texel and zoom factor

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Consider a font engine in wich I have a list of quad (from a standard D*D texture with a 16*16 ascii chars table) rendered at screen with texel directly mapped to pixel (calculating the width and height from logical texel/pixel width/height and -= logicalpixel/2). This works in a perfect way without glitches or visual artifacts. The question is what zoom can we consider as "safe"? With "safe" I mean without glitches that came from the "pixel interpolation" of directx. I think that every step like (100/(D/16)) are safe but I'm not very sure cause I'm not a dx guru. example: 512*512 texture 16*16 char (100/(D/16)) = 3.125 safe zoom are: 3.125%, 6.25%, ... , 96.875%, 100% Am I missing something? My test are good but I want to know if there is something behind.

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