hi
i have a texture of type rendertarget ( size same as my screen ).Then am tryin to map the texture onto a rectangular vertex buffer( again size of screen). I have set the SamplerState as D3DTEXF_POINT. Problem am facing with Geforce card is that image is looking really blocky.But the same code produces a good quality image with ATI.
I dont wanna set SamplerState as D3DTEXF_LINEAR because its getting too blurred.I saved the texture as image and found that its quality is good. Its the process of mapping it to VB tats making it blocky.Is there any method that i should try so tat image end up on the screen having the same quality as the one in the texture.
i have a texture of type rendertarget ( size same as my screen ).Then am tryin to map the texture onto a rectangular vertex buffer( again size of screen). I have set the SamplerState as D3DTEXF_POINT. Problem am facing with Geforce card is that image is looking really blocky.But the same code produces a good quality image with ATI.
I dont wanna set SamplerState as D3DTEXF_LINEAR because its getting too blurred.I saved the texture as image and found that its quality is good. Its the process of mapping it to VB tats making it blocky.Is there any method that i should try so tat image end up on the screen having the same quality as the one in the texture.