The sprite never comes out as sharp or as bright as it should be. I've tried numerous example pieces of code (including the simple2d example with the SDK) and they all give the same result. Can anyone give any advice
For reference, I'm using this code to load the image:
piccy = D3D.
TextureLoader.FromFile(m_device, image, 256, 256, 1, D3D.Usage.None, D3D.Format.R8G8B8, D3D.Pool.Managed, D3D.Filter.None, D3D.Filter.None, (int)(0x00000000));And this code to try and display it:
sprite.Draw(piccy,
new Vector3(0.0f, 0.0f, 0), new Vector3(0, 0, 0), (int)0xFFFFFF);or
sprite.Draw2D(piccy,
new Rectangle(0, 0, 256, 256), new SizeF(256, 256), new Point(0, 0), Color.White);or even
sprite.Draw2D(piccy,
Rectangle.Empty, SizeF.Empty, new Point(0, 0), Color.White);All give the same result.

Anti-aliased sprites (and how I don't want them).
MShah
I ended up replacing the D3DXSprite with a triangle strip, and now the graphics come out crystal clear.
I'm guessing there's some fundamental flaws with the D3DXSprite system, which is a shame as it's really easy to use.
Does anyone know if Microsoft will get round to addressing these problems in the next DX release
dold
Joe the Owl
Hope this helps.
Russell Klenk
XS-Technology
http://www.xsdev.net
russ [at] xsdev [dot] net
SureshP
If not send a link to a picture so we can help debug.
paolo_cc