single surface - not quite pixel perfect?

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It appears that the edges of the quad are being affected by the colours of the texture outside the u,v coordinates. By making sure the direct edges are the same colour as the area of the texture to be drawn, I eliminate this problem.

It seems no amount of repositioning u,v coordinates is helping, though I might be doing it wrong. I've tried calculating the coordinates and offsetting them 0.5 from their original position before getting u,v values, but this doesn't have any affect.



Yeah, textures will do that, because we can't turn bloody texture filtering off ( sorry.. I've hit this wall a few times ) . Normally, setting the ClampX and ClampY texture flags when loading the texture will suffice.