   point vs linear
  i have a problem with mit textures as you can see from the following pictures:http://mitglied.lycos.de/downww/pvsl01.jpghttp://mitglied.lycos.de/downww/pvsl02.jpgin the d3d sdk documentation there it says i should use mipmapping, so i tried to do this, and also with automatic generation, but i failed and so i need help, so please help me... :D (..i need code ;D )mfgRyu 
  The problem has to do with the addressing mode. Perhaps you could show us an image of the textures used. It could help me at least to   pin down the problem.[edit]fixed typo[/edit]   [edited by - VolkerG on February 16, 2004 8:35:03 AM];  the pictures are at home and i''m in school now but in the images with a point filter you see the original textures, and only in linear mode there are this errors. so i need mipmapping to handle this. and i don''t know how to do this, and so (again ;D) i have to know how to code this ... ;  You say the texture is correct in the nearest filtering shot, this means nothing is wrong at all. The lines are created by the edge of the texture blending with the not-clear part on the other side. The rest looks just as you''d expect. In short, it has nothing to do with mipmaps.Get yourself a higher res texture. And if it''s not meant to tile, give it a border all the way around of transparent pixels. ;  The problem might be caused by the difference between pixel coordinates and texturing coordinates. DirectX uses the center of a pixel, not the top left (if you see a pixel as a square).If you map a 8x8 texture onto a square, to have the center of the top left pixel the (u,v) needs to start at -1/16 and end at 15/16.If you just range between (0,0) and (1,1) the top and left rows will be only half a pixel wide.The result is that a texture seems shifted half a pixel to the top and left. If you specify no wrapping mode, the result is a black line half a pixel wide on the bottom and the right. This is what you are seeing in your filtered pictures, the last rows ''see'' the black area and interpolate towards black over the last few pixels.Just specify wrapping or mirroring as the texture wrap mode and all should be OK. ;  ok thanks i think i understand. i''ll try it at home. thanks a lot.cyaRyu ;  use texture coordanite clamping instead of wrapping ;  what is clamping? 