I'm making a 2D game with IwGx and I want the sprites to be nice and crisp. I've turned off filtering for the materials, which helped. The problem is, if I scale a sprite too small, it still gets blurry. I'm guessing this is from mipmapping, since when I call IwGxMipMappingOff, it looks fine.
The problem is, IwGxMipMappingOff apparently only works with the software renderer. If I render on hardware, the blurriness comes back. Is there another function in IwGx that I can use to turn off mipmapping on both software and hardware? Or do I need to use IwGL? In this case, is there something I need to do to keep the game compatible with systems that need to use the software renderer?