Jump to content
  • Advertisement
Sign in to follow this  

Sprites edges blend

This topic is 2563 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 solved this by changing samplerstate like this.
d3ddev->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_NONE);
d3ddev->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_NONE);
Also I had to make my image size a power of 2. Now it looks like a sprite is supposed to look!

Ok my problem is with drawing sprites. It works just fine with my code below... However the sprites are a little bit fuzzy and when you take a printscreen and zoom in on the image you can see that the edges of the sprite blend with the background image, which causes the fuzzy look. I dont want this and do not know what is causing it.

void initD3D(HWND hWnd)
// setup texture
if (! D3DXCreateTextureFromFile(d3ddev,"man.png", &gTexture) == D3D_OK)
MessageBox (hWnd,"error loading texture.",NULL, MB_OK);

// setup sprite
if (! D3DXCreateSprite(d3ddev, &sprite) == S_OK)
MessageBox (hWnd,"error creating sprite.",NULL, MB_OK);


And here is my code to draw the image to the top left of the screen. I call this function in between BeginScene() and EndScene().

void DrawSprite ()


Share this post

Link to post
Share on other sites

I don't use DirectX, but what you are describing is sometimes called 'anti-aliasing'.
Maybe this solves your problem?

link does not work, but yes it seems like anti-aliasing.

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!