c++ - Sprites in directx10 and texture filtering -


Is it possible to set different texture filtering when working with sprites?

How can you be more specific about how Sprat is being portrayed?

The idle filtering device is determined by the ID3D10SamplerState objects bound to it. If you are using the ID3DX10Sprite interface, it will not change shaders or samples for each set of sprites, only texture So whatever shaders and samplers are set before drawing sprites, it will be used - just before spraying the drawing, you set up a sampler with filtering mode.


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