I'm using DirectX 7.0 to do 2D. Very simple stuff... vertex buffer with four vertices, draw with a texture, boom, there's a sprite.
Now: I'm using clipping planes to do any kind of clipping, like around the UI, etc. When I filter the textures, everything looks great. However, sometimes I don't want to filter textures because they look too blurry to be really viable, depending on the graphic.
So, here's the problem: Using clip planes, and no filtering, if I draw one of my sprites so that it intersects the clip plane, depending on where the intersection is, the sprite will jiggle like a crazy thing. I assume this is the fault of floating point errors on the UV coordinates (since a solid white block will draw 100% correctly).
So: Does anyone know what can be done about this? Anything? When it's filtered, it looks perfect, which leads me to believe I'm dealing with a floating point error of less than .1, but just enough to jump it up or down a whole pixel.
Thanks in advance!