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filter problem in d3d

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hello, i have a problem with the bilinear filter in d3d pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR ); pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR ); the problem is not the filter in itself but a problem it causes when a have a polygon with a texture mapped on it with UV from 0.0f to 1.0f, there is a row of pixel that the filter take at the other side of the texture is there a way to tell direct3d dont do that??? thx, cyberg

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