Hi Ryan, > Hehe, don't you mean filtering, and not antialiasing? Oh yeah, I always get things like that wrong. :) > Steem seems to do bilinear filtering in a window and > full screen for me when I tell it to stretch (looks > like you're using SetStretchBltMode(HALFTONE) to me). > It might be the video driver just feels like doing it > when it's not a multiple of two, so it doesn't get the > nearest neighbor ugliness. It seems totally up to the driver whether filtering is performed or not, seems to be about 50% do and 50% don't. It is quite funny that I could do this using the GDI with StretchBlt and SetStretchBltMode but it seems impossible using DirectDraw. :) > The flags you were looking at relate to 3D texturing, > but the antialiasing aspect. And they only apply to > the back buffers as you cannot render 3D directly to > the primary surface. If you really want to use the 3D > card to draw the ST display as a texture onto a > backbuffer then blt it to the display that's up to > you. See 'IDirect3DDevice8::SetTextureStageState', > D3DTSS_MAGFILTER, and D3DTEXTUREFILTERTYPE. > D3DTEXF_LINEAR is what you're looking for. I don't > think it'd be worth the hassle though! Yes, thanks for saving me all that time testing it! I don't want to start fiddling with 3D stuff really, it seems so stupid for a 2D emulator to require a 3D card. :) Cheers, Russ -- Steem - http://www.blimey.strayduck.com/ Manage your list membership - //www.freelists.org/ Click here to unsubscribe - mailto:steem-request@xxxxxxxxxxxxx?subject=unsubscribe