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3

It looks like the issue is that you are doing non uniform scaling (different scale on x and y axis) and using nearest neighbour texture sampling. If you switch to using uniform scaling and/or bilinear texture sampling (or better, like bicubic) the problem should go away.


3

Release does not return an HRESULT, it returns a ULONG. That ULONG is the new reference count on the object (after the release). hr == S_FALSE in your code because Release is returning 1 (which is what S_FALSE is defined as), which means there's one pending reference count to the object after you release it (that's not necessarily a problem, it could be an ...


1

This depends very much on how you are displaying the pin status to the user. If you are using the UI features it could be as easy as setting up a prefab using a game object with an Image Component and a custom script that controls the Image component's image based on the status of an associated pin. In a 2D Game you can create a prefab with a sprite for ...


1

Thanks for your patience, the particle solution below took a bit more fiddling to get working than I'd counted on. ;) Note that in all of these methods (and the one proposed by lvictorino) the texture is shared - what you're asking for doesn't require duplicating the texture in memory. What can pile up are draw calls, so let's look at how we can minimize ...



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