Hi everyone, We realized lately we had blurry textures between Mac and PC with the same code in our game. The cause seems to be related to an offset between OpenGL and DirectX according to our investigation. We made a "checker" texture and depending of the Device (DirectX and OpenGL), one will be blurry and the other not. You can notice the difference on the screenshot, the left sprite position's is aligned to the pixels and the sprite to the right has a 0.5 pixel offset in X and Y. The misaligned image is solid gray because it linearly interpolate the pixels. Note: Make sure the following image is not stretched to see the problem properly. Up is DirectX and Down is OpenGL running on the same machine. http://dl.dropbox.com/u/18185132/DifferenceBetweenOpenGLAndDirectX.png Anyone knows why it does that? You can download this zip, I packaged a build for PC, a batch file to run PC's build with OpenGL, a Mac build and an Unity3D project with all the source code. The application allows to modify a Sprite on the fly if you want to test the behaviours. http://dl.dropbox.com/u/18185132/SpriteTest_v0.zip The workaround we imagined is to move the camera slightly (0.5 pixels in X and Y) on DirectX to get the same result as OpenGL until there's another better solution.