XNA Texture Stretch Fuzzy - xna

If I stretch a texture to a destination rectangle, and I have a simple 1X2 sprite (windows forms button background) XNA stretches the sprite very fuzzy, I get a gradient instead of the bottom part dark and the top one light.
Is there something like a stretchmode so I get the texture stretched as I created it in Photoshop?
Thanks

As per this question:
GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;

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Draw a border around the bright part of the image

I have an image with a bright center but dark edges. I need to draw rectangle at a certain brightness, so that the darker areas remain outside. Or get the coordinates of this frame. Preferably using OpenCV, the programming language is not important.

Texture Brush (Drawing Application ) Using Metal

I am trying to implement a metal-backed drawing application where brushstrokes are drawn on an MTKView by textured square repeatedly along a finger position.
I am drawing this with alpha 0.2. When the squares are overlapped the color is added. How can I draw with alpha 0.2.
I think you need to draw the brush squares to a separate texture, initially cleared to transparent, without blending. Then draw that whole texture to your view with blending.
If you draw the brush squares directly to the view, then they will accumulate. After you draw square 1, it's part of the image. Metal can no longer distinguish it from anything else that was already there. So, when you draw square 2 overlapping it, it will blend with what's already there, including square 1.

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i have a question about achieving an effect like on a lunar eclipse. The effect should look like in the first seconds of this gif. So just like a black shadow which goes over the circle. The ideal situation would be a function where i can passed a parameter in percentage to get this amount as a shadow on the circle:
The problem which i am facing is that my background is an gradient. So it's not possible to have a black circle which moves over the moon to get the effect.
I tried something with CCClippingNode but it looks not nice. Furthermore the clip on the edges was always a bit pixelated.
I thought about using something like a GLSL Shader to achieve the effect but i am not so familiar with GLSL and i can't find an example.
The effect is for an app game developed for an iphone. I use the cocos2d framework in version 3 (the current one).
Has somebody an idea how to get this effect? An idea where i can start to search?
Thank you in advance
The physics behind is simple you change the light shining on the moon. So
I would create a 1D gradient texture representing the lighting conditions
compute each rendered pixel of moon
you obviously have the 2D texture of moon. So you now need to obtain the position of each pixel inside the 1D lighting texture. So if moon is fully visible you are in sunlight. When partially eclipsed then you are in the umbra region. And finaly while total eclipse you are in penumbra region. so just compute the middle point's of the moon position. And for the rest use relative position in the moons motion direction.
So now just multiply the Moon surface with the lighting texture and render the output.
when working you can add the curvature correction
Now you got linerly cutted Moon phases but the real phases are curved as the lighting conditions differs also with radial distance from motion direction and moons center. To fix this you can do
convert the lighting to 2D texture
or shift the texture coordinate by some curvature dependent on the radial distance

Scaling RenderTarget2D doesn't scale SourceRectangles

I develop a 2D match3 game in XNA. The core logic and animations are done. I use RenderTarget2D to draw the entire board. The board has 8 rows and 8 columns with 64x64 textures (the tiles), which could be clicked and moved. To capture the mouse intersection, I use SourceRectangles for each tile. Of course the SourceRectangles have same size as textures - 64x64.
I would like to scale down the entire board, using the RenderTarget2D, to support different monitor resolutions and aspects. First I draw all tiles in the RenderTarget2D. Then I scale down the RenderTarget2D with a float coefficient. Finally I draw the RenderTarget2D on the screen. As a result the entire board is scaled down properly (all textures are scaled down from 64x64 to 50x50 for example), but the SourceRectagles are not scaled, they remain 64x64 and mouse intersections are not captured for the proper tiles.
Why scaling the RenderTarget2D doesn't handle this? How I can solve this problem?
You should approach this problem differently. Your source rectangles for textures are just that — don't try to use them as button rectangles, or you will get in trouble like this.
Instead, use a different Rectangle hitboxRectangle, which will be the same size as your source rectangle initially, but will scale with your game window, and check intersections against it.

Best way to display rounded corner image with sprite

I need to display image with rounded corner with sprite. What is the best way to do this.
I explained how to do it in your other post ...
How to clip the texture in rounded shape
If you mean of smoothing the corners of the image you're drawing, there is no way to do with the normal sprite interface (other than modifying the original image to be smoothed beforehand)
To do it you must work with shaders.

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