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Point Sampling and Linear Interpolation

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Here i go again with a question:


This is the situation, im using textured quads to render 2d image in Direct3d 9. I used http://www.gamedev.net/page/resources/_/technical/directx-and-xna/2d-in-direct3d-using-textured-quads-r1972 as a starting point. I have just 1 backbuffer fixed to 256x240. So i have a texture of that size wich i fill with data, then it gets drawed and finally go to the backbuffer and then to the front.

I need Point Sampling and Linear Interpolation for the image.

I tried this:

d3ddev->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
3ddev->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
d3ddev->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

d3ddev->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
d3ddev->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
d3ddev->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );

Where d3ddev is the Direct3d9 Divice as you have noticed.


But i can't notice any changes in the output.

Im very new so i ask for help.

Sorry the lame question, but im beggining whith all this d3d stuff.


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  Because your texture has a 1to1 mapping to your backbuffer size, there is no need for filtering so they will both look the same. If you make your texture half the size (as an example) and then render it, you will see the difference.



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