   [SlimDX] strange effect when applying texture
  Hi alli can't understand why filtering applied to texturei setup Ortho Projection:context9.Device.SetTransform(TransformState.Projection, Matrix.OrthoLH(width, height, 0f, 1f))setup Sampler:  context9.Device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.None);  context9.Device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.None);  context9.Device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.None);create primitive:  stream.WriteRange(new[] { new TexturedVertex( new Vector3(0 - 0.5f, 0f - 0.5f, 0f), new Vector2(0f, 1f) ),new TexturedVertex( new Vector3(0f, 44f, 0f), new Vector2(0f, 0f) ),new TexturedVertex( new Vector3(44f, 0f, 0f), new Vector2(1f, 1f) ),new TexturedVertex( new Vector3(44f, 44f, 0f), new Vector2(1f, 0f) ),});load texture:Texture.FromFile(context9.Device, "D:\\grass_one.png", Usage.None, Pool.Managed);but result not pixel to pixel and looks like texture size not correctly defined by slimdx.if construct texture like this all rasterized fine and look like origin image  texture = Texture.FromFile( context9.Device,  "D:\\grass_one.png", 44, 44, 0, Usage.None, Format.A8R8G8B8, Pool.Managed, Filter.None, Filter.None, 0);[Edited by - max333 on May 21, 2010 10:40:58 AM]
  oh find my mistake its not powers of two texture...port from opengl where this work...   