Jump to content
  • Advertisement
Sign in to follow this  
Headkaze

Edges of quads showing texture edge

This topic is 4093 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have quads with textures that look fine when using texture clamping. But when I use texture wrapping the edges of the quads show part of the wrapped texture. This looks like a line of pixels around the edges of the quad. Is there a simple way to use wrapping or mirroring without showing part of the repeated texture? I'm not too fond of the idea of changing the tu and tv coords to 0.01f etc. But is that the only way?

Share this post


Link to post
Share on other sites
Advertisement
Can you show a screenshot of the problem, just to be sure? From what you are saying, it looks like linear interpolation issue. You may want trying to specify D3DTEXF_POINT in SetSamplerState for both D3DSAMP_MAGFILTER and D3DSAMP_MINFILTER.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!