I've run into an issue involving the solution to this problem. I have some PNG graphics, that have an alpha channel so they can be semi-transparent. If I try to load these graphics with the full function overload, it messes up the semi-transparency, like so:
Direct3D.TextureLoader.FromFile(this.VideoDevice, "data/images/paddle.png", 0, 0, 1, Direct3D.Usage.SoftwareProcessing, this.VideoDevice.DisplayMode.Format, Direct3D.Pool.Managed, Direct3D.Filter.None, Direct3D.Filter.None, 0);
I'm sure one of these perameters can fix it. If I load it with the short overload like this:
Direct3D.TextureLoader.FromFile(this.VideoDevice, "data/images/paddle.png);
It works just fine, but it stretches the image like previously mentioned because of linear filtering or whatever you said ;-)
Anyone know what I should do?