   Textured Surface rotation looks horrible
  Ok, this is a little bit difficult to explain, but I'll try my best:I create a surface in the following way:1) I make a flat square that is built from N*N small squares.2) Some of the vertices' height is changed randomally so it will look realistic.3) Each small square recieves a grass texture.4) Render using an index buffer.When rendering a static picture of the surface it looks fine, butwhen I use a rotation matrix and the surface is rotating around itself,all the points seem to be 'sparkling'. No matter what speed the rotation is done, this problem exists. However, when its done really slow, I can notice thateach point on the surface changes its color a lot faster than it should be (lets say the surface rotated 0.1 degrees, and before the rotation I looked at a certain group of points (ie. 4X4 pixels) on the surface, now it looks totally diferent, nothing in common). Maybe this is just because of low quality texture rendering. If so, then how to control the quality?   
  Its only at the last stage in the pipeline that your intermediary values will be converted to integer pixel coordinates, thus it is quite possible to introduce various aliasing/rounding errors.What filtering mode are you using? I've seen this sort of thing when using POINT filters - changing to LINEAR usually solves it.hthJack   ;  I played with the filters till I got to thism_pD3DDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR);It (only it) did solved the problem but made the texture quality really low, it was more like a green solid surface now... Isn't there a way to fix that?   ;  Try changing D3DTSS_MINFILTER and D3DTSS_MAGFILTER as well - the MIP filter is only part of the equation.Bare in mind that linear filtering is only useful for a 2x scaling - beyond that it is well known for making the image blurry and/or losing details.Can you post a screenshot of your problem? Or some more specific details - what size texture is being mapped to what size on the screen?Cheers,Jack   ;  After the rotation problem is now solved, here are 2 screenshots of the surface with and without the MIP filter.Without the filter (looks better (accurate texture), but rotation looks bad):With MIP LINEAR filter (looks worse (unacurate texture), but rotation works):