Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

In my XNA-4.0-game (which somehow is a bit like MineCraft), I have got some big cubes with small textures (16x16px) on it. By default, XNA just scales them up smooth so there aren't any hard borders. But as the game is a retro game, I want these big pixels. So how do I turn of that interpolation?

share|improve this question
up vote 2 down vote accepted

Change the sampler state to Point clamp or wrap before drawing.

  GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
share|improve this answer
If you program the shader yourself, you can do this in HLSL, too. This is done while defining a texture sampler. sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = linear; MagFilter = linear; MipFilter = linear; AddressU = Wrap; AddressV = Wrap; }; – 0xBADF00D Sep 24 '13 at 11:04

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.