   ID3DXSPRITE texture filter sampling
  Hi there, I was wondering if anyone with some experience could help me with my sprite rendering problem under DirectX 10. I am not currently using XNA, but DirectX10 in C++.The issue seems to be a common one, in that my sprites seem to have a texture filter applied to them and appear blurry under magnification. The engine uses calls to D3DX10_SPRITE and ID3DX10Sprite interfaces as opposed to raw textured quads. I know I can set the sampler state in the fx files when using quads but my attempts with the sprite interfaces have been much less successful. It also seems that XNA provides some extra parameters in begin() for this purpose that vanilla DirectX10 does not. Does anyone know how to manually change the sampling for sprites or disable it entirely?Thank you very much for any help you guys can provide.   