Original Post
Hello,
Let''s take an example: chess. To representant the board, I think it''s useless to define a big texture (except for a photorealistic result). A 2x2 one is enough.
Thus, when using such a small texture, you have to disable the texture filtering, don''t you?
That''s what I''m trying to do. And I don''t understand because I explicitly call SetTextureStageState, with D3DTSS_MAG/MIN/MIPFILTER set to D3DTEXF_POINT or D3DTEXF_NONE, and it doesn''t work. The texture IS filtered... :-(
Is there anything else to do, or is this call ignored under certain conditions, or have you any idea?
Regards,
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Zavie