   Strange DirectX issue
  The issue comes when I allow people to play the game on another computer.  I had to reformat my computer, and prior to that, there was no issue.  After I had reformatted, the issue arose.How it is for me:how it is for others:I tried having my friends download the latest direct x, but nothing.  Is there any possible issue for this in some sort of configuration?  Something that might have been changed when I installed a fresh copy of Visual Studio?This has happened on several computers, so it doesn't seem to be a unique thing.  Also, I ensured that the images were of the proper size (i.e., a factor of 2).Edit: I think it has to do with my VertexBuffer because it the textures that get blurry are the only ones that use a more elaborate vertex buffer.  The trees and textures use a very simple aspect (just 100% of the image) where as the items, characters use a percentage (like 1/32 by 1/32).  COuld this be the problem - despite it working fine for me?Thanks in advanced.Edit2: I checked to see if CreateVertexBuffer was returning any errors, and it returned D3D_OK, which tells me it was called correctly.  So now I am not sure at all[Edited by - Crazyfool on September 7, 2008 2:43:02 AM]
  EDIT2:  Whats the size of the texture your using for the characters? If the texture size isn't supported by your friends hardware then it might be scaling the texture down to fit.Have you tried running it under the reference rasterizer (D3DDEVTYPE_REF in CreateDevice) to see how it looks? If it looks right on the reference rasterizer then it may be a driver problem otherwise its most likely a code problem. Did you install a different version of the Directx SDK?;  4096 x 512 for the textures.  The textures that are not messing up are considerably smaller.  As for a different SDK - maybe.  But thats why I had them install the latest SDK just in case.I am not exactly sure about the rasterizer, as ive never even heard of that.  I'll play around to see if I can set it in create device.Any other tips?   ;  This actually looks a lot like a problem with "Directly mapping texels to pixels". Do you adjust the coordinates by 0.5?At least a few years ago some cards let you adjust the texel offset in their driver options, maybe that options is active at your PC?   ;  2048 was the limit for lots of older cards if I'm not mistaken.   ;  Some graphics cards (most nvidia I think, but not sure) only support square textures and the size might be a bit large for some older hardware so it might be being scaled down by Directx. You could check the device capabilities in D3DCAPS9 for MaxTextureWidth and MaxTextureHeight to ensure the texture size is supported. I think some of the older hardware (pixel shader 2 and before) won't support textures as large as 4096.Hope that helps.EDIT: like Black Knight said.   ;  Lots of great help!  I'll try to get their card info to make sure the texture size is fine.As for square textures - perhaps for other cards, but even before expanding the texture, I was using 2048 x 512, and it worked fine for every tester.As for directX scaling it down - wouldnt it scale it down to the next interval, like 2048?  Regardless, it cannot be scaling it down TOO much since the characters are visible, just have that black outline and are a bit blurry.  My game splits the texture into squares and draws each square for animation, and in this case, there are 32 horizontal squares.  If the texture was scaled down, itd take 1/32th of THAT texture, which would chop up all the sprite frames.  Does that make sense?Basically, it looks as if I put a 4095 x 512 or so texture in, and DirectX has to scale it larger to the next power of 2.  Would that be a smoking gun for too large of texture for the graphic card?Thanks all very much, I appreciate it greatly.If it is too large of texture, I don't think I'll be adding anymore frames, so what would be a good fix for this?  Simply mashing them all together, leaving a very small gap in between each texture?   ;Quote:Original post by EndurionThis actually looks a lot like a problem with "Directly mapping texels to pixels". Do you adjust the coordinates by 0.5?At least a few years ago some cards let you adjust the texel offset in their driver options, maybe that options is active at your PC?Could this be a problem even if there are some textures not affected by it?  The grass/trees/other objects are not affected.  I use the same device to render them.   ;Quote:Original post by EndurionThis actually looks a lot like a problem with "Directly mapping texels to pixels". Do you adjust the coordinates by 0.5?At least a few years ago some cards let you adjust the texel offset in their driver options, maybe that options is active at your PC?Could this be a problem even if there are some textures not affected by it?  The grass/trees/other objects are not affected.  I use the same device to render them.   ;  I don't know exactly how DirectX scales them down but I have noticed blured edges of textures which were 257 pixels because they were being manipulated to fit. I noticed it when I was trying to do scalable GUI for different screen modes where there was a lot of blur on anything but the mode it was designed for. I think the problem is the filter (eg. bilinear sampling) its applying when converting the texture. You could try splitting your textures up in to a few smaller textures which are no bigger than 2048 and try rearranging the sprites inside it so that it will fit in to a square texture.What format are you using for your textures too? I'm sure thats not the problem but again if the formats not supported then Directx will do some 'fixing' for you.hope that helps   