Original Post
[Direct3D 9, C++] I'm using texture-repeating to fill polygons that make up the solid bits of a level in a 2D game. Problem I'm having is that when linear filtering is on, at the edges of the polygon I'm obviously getting a bleed of colour from the opposite edge of the texture. Obviously I could design all my textures so that the edge pixels were the same colour as the pixel on the opposite side of the texture, but I was wondering if there were any solutions to this that do not impose this restriction. For example, my block texture uses the classic Windows fake 3D effect of having bright edges top and left and dark edges bottom and right. When I use repeat, on the right and bottom sides of the polygon as the screen moves, I sometimes get a 1 pixel wide line of the bright pixels as the texture is wrapped one pixel too far. Is this solvable? Thanks.