Original Post
I'm constructing a 2d game at the moment using directx, and am having a bit of an annoying problem with the textures being displayed on quads.
This is a screen shot of the problem I'm facing. The floor is bright blue, and the things on either side are walls. The floor has been turned blue and the borders of the wall texture have been turned bright green for the sake of making it easier to see. I have no idea why this happens when the quad is tilted one direction, but not in the other, and I've double and triple checked my texture coordinates, and they are correct. The same coordinate generating methods are being used for the tiles on the ground, which never seem to show any sign of problems. The texture that is causing the problem is one of many on a texture sheet, and if the green wasn't there, it would be pulling whatever color was on the adjacent texture. The wall is actually drawn as a 64X32 pixel rectangle image. The sampler that is being used on the walls is the magnifier, and it is currently set to POINT [nearest texel used], but setting it to something else only makes the problem more obvious. Any clues on what exactly my options are on fixing this issue? shrink the texture coordinates by .5 toward the center of the quad to leave a buffer zone? Over draw the figures?... Also, any idea why this happens with the magnification filter? [i figured the minification filter would have this problem, but the magnification filter wouldn't since closest point should always be within the area i want.] Any additional info i can give that will help, feel free to ask and i'll do what i can to provide it quickly. I'm having another problem also, but I'll try to get this one fixed, and then the other :P oh, and hello everyone
This is a screen shot of the problem I'm facing. The floor is bright blue, and the things on either side are walls. The floor has been turned blue and the borders of the wall texture have been turned bright green for the sake of making it easier to see. I have no idea why this happens when the quad is tilted one direction, but not in the other, and I've double and triple checked my texture coordinates, and they are correct. The same coordinate generating methods are being used for the tiles on the ground, which never seem to show any sign of problems. The texture that is causing the problem is one of many on a texture sheet, and if the green wasn't there, it would be pulling whatever color was on the adjacent texture. The wall is actually drawn as a 64X32 pixel rectangle image. The sampler that is being used on the walls is the magnifier, and it is currently set to POINT [nearest texel used], but setting it to something else only makes the problem more obvious. Any clues on what exactly my options are on fixing this issue? shrink the texture coordinates by .5 toward the center of the quad to leave a buffer zone? Over draw the figures?... Also, any idea why this happens with the magnification filter? [i figured the minification filter would have this problem, but the magnification filter wouldn't since closest point should always be within the area i want.] Any additional info i can give that will help, feel free to ask and i'll do what i can to provide it quickly. I'm having another problem also, but I'll try to get this one fixed, and then the other :P oh, and hello everyone