# XNA's SpriteBatch resizing is not sharp as i use it [duplicate]

I draw a TiledMap with TiledSharp and i've introduced a resize factor when drawing, that looks like this:

SpriteBatch.Draw(TileSet                                                   // The input Texture2D
, new Rectangle((int)x                                    // The tile rectangle
, (int)y
, tileWidth * ScaleFactor
, tileHeight * ScaleFactor)
, tilesetRec                                              // The tile offset on tileset texture
, Color.White);                                           // just white


(note: it's not formated on different lines in my code, it's just i'm making it such way that anyone can understand without having previous lines)

but when i start the game it end up really blured and has some Strange outline

Can someone help me getting really sharp tiles instead of this?

N.B: i Don't want to resize the tileset file, it's to complicated for later modifications regarding the 16x16 style i want for my game. also i'm using Tiled to generate the Tiled Map but i Don't think this last info is relevent.

• also, is it normal that stackexchange remove any form of civilization ("hi", "hello" ...)? Jun 4, 2020 at 14:08
• Does this help with your issue? And yes, it's normal. We prefer a straight-to-the point style for Q&A on this site, so folks get to your question and you get to your answers as efficiently as possible. 🙂 Jun 4, 2020 at 14:09
• I'll try out @DMGregory i come back here after Jun 4, 2020 at 14:10
• Well Thanks it worked! Jun 4, 2020 at 14:12
• Glad to hear it! I'll close this question as a duplicate for now, to direct folks who find it via search to the existing answers. If you need something different, please feel free to edit the question or post a new question. Jun 4, 2020 at 14:15

SpriteBatch.Begin(transformMatrix: DisplayOffsetMatrix, samplerState: SamplerState.PointClamp);