Avoiding blurred textures

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Following on from my other woes, is there any way to get a 1:1 pixel ratio of camera to texture?

I tried a camera with Orthagonal projection would should allow it, a 640x480 sprite, a 640x480 texture, a 640x480 render buffer/window, and jiggled the camera zoom until the sprite filled the frame.

The sprite texture was a checkered pattern,alternate horizontal B&W stipres, and the same vertical. The results on the screen were worse than a downsize by pixel in Photoshop/PSP. There were lots of dark and white lines where the pixels weren;t being mapped even close to 1:1 with the screen. I thought it'd be possible to use a texture without any texture filtering at all - I guess that's my card enforcing it.

Is pixel-perfect in 3D impossible? If so, what's the best way to get high-fidelity graphics, namely text? I had been looking to maybe rework Swifts GUI a bit to add higher-res textures but I don't think the slightly blurred results can be changed no matter what. I then thought to just use sprites with textures with the textures of the text I want but that won't work either. There's a could of pixel-perfect GUIs out there but the impact on 3D performance and I'm writing to LOW spec machines.

Any suggestions?

You need to turn the mipmaping flag off. since mipmapping is on per default, you may use texturefilters to get that effect.

if you load the texture, do the following:

cleartexturefilters
texturefilter "",1
tex=loadtexture("x.bmp")

texturefilter "",9 ; set back to default

you may also use the Bit 256 when loading. Since it forces VRam-resident operations (faster for writing to the texture), it automaticly turns mipmapping off for that texture.