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D3DXSprite without filtering

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Quick question. How do I draw a scaled/rotated D3DXSprite without the bilinear filtering? I tried to set the texture stages to D3DTEXF_NONE and D3DTEXF_POINT and neither seemed to work. Any ideas?

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Are you calling Sprite->Begin/End in your code? If not, start by doing that. You must call any filter changes after Sprite->Begin, because Begin() sets the filtering to be bilinear (I believe).

If you are already calling begin and calling the filter change after it, then I don''t know. I haven''t messed with rotating, but I know I''ve gotten POINT filtered scaled sprites before.


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