I’m trying to implement a faster alternative to super-sampling for my isometric 2d monogame game (for when the view is zoomed out). The idea was that I would render the texture coordinates to the render target like so : output.Color = float4(input.TexCoord.xy, 0, 1); And then I would sample the sprite using the surrounding pixels’ texture coordinates to get an anti-aliased color. I first tried my method by only sampling the original pixel to see if I could replicate the original output first but I can’t make it work. This is the result I get : output.Color = sprite.Sample(spriteSampler, tex.Sample(texSampler, input.TexCoord).xy); I use point filtering, I tried disabling mipmaps I tried offsetting the texture coordinates, it just doesn’t work. For some reason the sampled texture coordinates are linearly interpolated, which gives out nonsense texture coordinates at the edges of textures producing black lines. However if I zoom in closely enough and align the camera somewhat I get the correct output : So what is causing those black lines? What can I do to remove them?