Original Post
hi,
Im currently porting a work from XNA to DirectX using c++. Im stucked with a texture sampling issue.

There are 3 sprites in the image, original (1:1), XNA sampled (1:1.2) and directX sampled (1:1.2). Im getting a non desired white border in direct X.
Im using LinearClamp in XNA and
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
in directX
thnx in advance
[SOLVED]
Seems like XNA content processor sets alpha colors to TransparentBlack, my png has trasnparency over TransparentWhite so the sampler was doing the same but from 2 different sources.
Im currently porting a work from XNA to DirectX using c++. Im stucked with a texture sampling issue.

There are 3 sprites in the image, original (1:1), XNA sampled (1:1.2) and directX sampled (1:1.2). Im getting a non desired white border in direct X.
Im using LinearClamp in XNA and
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
in directX
thnx in advance
[SOLVED]
Seems like XNA content processor sets alpha colors to TransparentBlack, my png has trasnparency over TransparentWhite so the sampler was doing the same but from 2 different sources.