Texture filtering off?

Blitz3D Forums/Blitz3D Programming/Texture filtering off?

John Pickford(Posted 2007) [#1]
Is it possible to switch to point sampling on a texture?

I'm working on a game with fixed screen res (1920x1080) and I have a small font which is displayed at its actual size on screen. But (presumably) due to filtering it's not quite as crisp as I would like (Or rather, my brother who drew it would like).

It's all rendered in (2D in )3d so I might be expecting too much anyway in getting a perfect pixel match up.


John Pickford(Posted 2007) [#2]
I'm going senile. I asked this question ages ago.

The answer: No.


bytecode77(Posted 2007) [#3]
yes it is. you can turn on/off texture filtering. if you want that for only one texture you will need several render passes.

i dont have the right renderstade in mind, but tom should tell you. also i'm busy right now


bytecode77(Posted 2007) [#4]
i tookt the time and:

you will find the necessairy dll on www.devil-engines.net
download the shadow system which contents the DLL

to initialize the dll do this:
D3D7=SystemProperty("Direct3D7"
D3DD7=SystemProperty("Direct3DDevice7"
DD7=SystemProperty("DirectDraw7"
HWND=SystemProperty("AppHWND"
APPH=SystemProperty("AppHINSTANCE"
If DX7_SetSystemProperties(D3D7,D3DD7,DD7,HWND,APPH) Then RuntimeError "Error initializing DX7"


and to set the textures to pixelated do this:
DX7_SetTextureStageState(8,16,1)
DX7_SetTextureStageState(8,17,1)
DX7_SetTextureStageState(8,18,1)



SLotman(Posted 2007) [#5]
You can also use "ClearTextureFilters" or load textures on VRAM with flag 256, to avoid mipmapping.


big10p(Posted 2007) [#6]
Mip-mapping is unrelated to the issue of texture filtering, SLotman.