If that is what I think it is Aimon then it will only work if your texture has the same number of pixels as you are covering on the screen. Or maybe you could do twice as many pixels.
Awift: It is Simon Armstrong's pixie code.
The pixie code is pixel-perfect, end of story. As long as your textures are to the power of 2, then everything will be as sharp as can be. Depending on what the screen resolution is set to, the size of the sprites will be scaled accordingly so that they shrink/expand with the screen resolution as normal 2D text commands would.
Of course, you'd probably need something like a 16x16 texture for each character though.
The blurriness is caused by the antialiasing which is done by the trialinear mipmapping.
Huh? 'Trialinear mipmapping'? Halo has stated that he has cleared the texture filters, so that should remove all mipmapping effects.
That only leaves bi-linear filtering, which as mentioned can't really be disabled in Blitz except for the use of Simon's trick with sprites.
There is no reason why 3D graphics shouldn't be as sharp as 2D graphics, blurriness can nearly always be eradicated. Of course, blurriness in some cases is quite desirable.
Edit - according to the Simon's code archive entry it now handles odd-sized textures as well.