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Evertras

Tile problem with D3DXSprite

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The problem I'm using D3DXSprite to draw everything on screen, and for the most part it's been great. The problem I've come across is what you can see above. All the tiles are being blown up due to using a larger resolution, and since they're on one big sheet when I try to cut one out (using a clipping RECT on render) it simply eats up the line of pixels to the right and bottom and blurs them into the texture. How can I use a normal tile sheet and avoid this problem? Any ideas? I've messed with the device's filtering a bit, but that seemed to do nothing.

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Usually this problem is avoided by adding a 1-texel-wide gutter around the individual textures in a texture atlas. You can make it transparent if you'd like, or simply make it a color that would mix well with the actual image.

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