   HLSL Textured blurred
  I am using a very basic shader to just apply a texture to a mesh. The problem is I have rendered it with out the shader and textured without it being blurry. I then render it with the shader and it blurry (even when I am right in front of it). Does anyone know why?float4x4 worldViewProj : WorldViewProjection;texture testTexture;sampler Sampler = sampler_state{    Texture   = (testTexture);    MipFilter = LINEAR;    MinFilter = LINEAR;    MagFilter = LINEAR;};struct VS_INPUT{    float3 position: POSITION;float2 texture0 : TEXCOORD0;};struct VS_OUTPUT{    float4 hposition : POSITION;    float2 texture0  : TEXCOORD0;    float4 color : COLOR0;};struct PS_OUTPUT{float4 color : COLOR;};VS_OUTPUT myvs( VS_INPUT IN ){    VS_OUTPUT OUT;OUT.hposition = mul(worldViewProj, float4(IN.position, 1));OUT.color = float4( 1.0, 1.0, 1.0, 1.0 );OUT.texture0 = IN.texture0;return OUT;}PS_OUTPUT myps( VS_OUTPUT IN ){    PS_OUTPUT OUT;    OUT.color = tex2D( Sampler, IN.texture0 ) * IN.color;    return OUT;}technique ShaderRender{    pass Pass0    {Lighting = false;Sampler[0] = (Sampler);VertexShader = compile vs_2_0 myvs();PixelShader  = compile ps_2_0 myps();    }}
  That effect file looks good to me.Only thing is I don't specify Sampler[] in my Techniques, as in the line:Sampler[0] = (Sampler);Does removing it help?;  When I remove that line it is still the same result. Could it be with the ps being multiplied with the sampler also?   ;  Your filtering is linear, which if you do not have a power of 2 texture, it will blur it slightly.  Try changing that to NONE or POINT (Point sampling).Jeff.   ;  None and Point both work, thank you. Is there a difference between what I use?   