Hot answers tagged textures
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.
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 ...
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 ...
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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