Filtering is the process of modifying how a texture is drawn to reduce the effect of pixellation when viewing a texture at a large size on screen. For a more in-depth (conceptual) discussion about filtering, see the Filtering page. The default value is Linear. The GraphicsOptions.TextureFilter property can be used to control the default project-wide texture filter. Individual Sprites can overwrite this value. For more information, see the Sprite TextureFilter page.
Filtering can be controlled through the GraphicsOptions class. The following code creates a large Sprite which takes up the entire screen. Pressing the space key toggles the filtering between Linear (on) and Point (off). Add the following using statement:
Add the following in Initialize after initializing FlatRedBall:
Add the following to Update:
If you are using tile maps (such as loading a .tmx file) then you will most likely need to set the texture filter to point. Otherwise you may see lines between your tiles:
The TextureFilter enumeration is an XNA enumeration. More information on the enumeration can be found here. More information on Filtering can be found in the filtering wiki entry.
TextureFilter.Linear: TextureFilter.Point: