Original Post
Hello!
In my DirectX 9 application I want to render an UI button per textured quad. So I created a button texture of size 250x40 that looks like this:

I load the texture with this D3DX function:
I load the texture with its original size and create 8 mip maps (even though I do not use mip mapping).
Then I create a quad consisting of 4 vertices. I define the coordinates of the 4 vertices in screen space (i.e. (200, 100)), subtract 0.5 from both of them (cause of the DX9 texel offset) and convert them to Normalized Device Coordinates in [-1,1]
Finally I render the quad with activated Alpha Blending, Min and Mag Filter = Linear and Mip Filter = Point. The rendering result looks like this:

As you can see the texture looks blurrier as in the original texture (especially the edge of the text looks blurry).
Do you have an idea why it looks so blurry and how I could fix it?
Thanks!
In my DirectX 9 application I want to render an UI button per textured quad. So I created a button texture of size 250x40 that looks like this:

I load the texture with this D3DX function:
HRESULT hr = D3DXCreateTextureFromFileEx(mRenderSystem->getDevice(),
"NewGameTex.png",
250, 40,
D3DX_DEFAULT, // Mip levels
0, // Usage
D3DFMT_UNKNOWN, // Format
D3DPOOL_MANAGED, // Pool
D3DX_DEFAULT, D3DX_DEFAULT, // Filter, Mip filter
0, NULL, NULL,
&mD3D9Texture);
I load the texture with its original size and create 8 mip maps (even though I do not use mip mapping).
Then I create a quad consisting of 4 vertices. I define the coordinates of the 4 vertices in screen space (i.e. (200, 100)), subtract 0.5 from both of them (cause of the DX9 texel offset) and convert them to Normalized Device Coordinates in [-1,1]
Finally I render the quad with activated Alpha Blending, Min and Mag Filter = Linear and Mip Filter = Point. The rendering result looks like this:

As you can see the texture looks blurrier as in the original texture (especially the edge of the text looks blurry).
Do you have an idea why it looks so blurry and how I could fix it?
Thanks!
