> Yeah, that's in the sampling. Since I'm just using the default effects
> right now (an "effect" being a chunk of graphics pipeline code, vertex and
> pixel shaders) I'm not certain what technique it might be using. I would
> have to rewrite that (which I plan to eventually do anyway if I can think
> of how to make the actual gameplay interesting ;-), so I'll try different
> ones then.
IIRC the standard effect class doesn't mess with the filtering. So you can
write something like:
GraphicsDevice.SamplerStates[0].xxxFilter = TextureFilter.xxxxx;
in your Draw() call before you Begin() the effect.
Don't forget that it will remain set like that until you change it back...
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