Original Post
Hi,
With directX 8, i''m using several regtangular textures representing, when coast to coast, a uniform image. Each texture surface is completely filled with image data. I''m using the following code as texture stages for each frame:
device.SetTextureStageState(0,D3DTSS_ADDRESSU, D3DTADDRESS_BORDER);
device.SetTextureStageState(0,D3DTSS_ADDRESSV, D3DTADDRESS_BORDER);
I''m also using the proper texel to pixel mapping removing 0.5f for each frame vertex x and y coordinate.
When the frames are displayed without artificial scaling, everything''s fine. Using a 2x scaling, things look ok aswell. When I use a 4x scaling, i''m beginning to see
black border on the edges of every frames. Using D3DTADDRESS_CLAMP instead of D3DTADDRESS_BORDER covers the black boders with data, but this is a not really a solution, since the image is distorted. Indeed my problem seems to be that for some reason, after scaling, the textures do not "fit" their frames as they should.
Any idea what the problem is how to solve it?
Thanks.
gdpost778.