# Dynamically created sprites

**URL:** <https://forum.defold.com/t/dynamically-created-sprites/2590>\
**Category:** Questions\
**Created:** [August 10, 2016, 1:20pm UTC](https://forum.defold.com/t/dynamically-created-sprites/2590 "2016-08-10T13:20:01Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![sven](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/sven/32/1086_2.png) [@sven](https://forum.defold.com/u/sven)\
**Post date:** [August 10, 2016, 1:41pm UTC](https://forum.defold.com/t/dynamically-created-sprites/2590/4 "2016-08-10T13:41:18Z")

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You could also have a look at this thread:

> [@Texture sampling in procedural GUI textures? (SOLVED)](https://forum.defold.com/t/texture-sampling-in-procedural-gui-textures-solved/1973):
>
> I’m trying to create some procedural textures for a minimap system, and noticing that the upscaled 10x10 checkerboard texture shown in the screenshot is being rendered with linear filtering. As is visible, rendering is set to nearest in game.project which is reflected in the game sprites but not in the procedural texture. GUI textures such as the item and status icons render with ‘nearest’ sampling as well. Is there a way to set the sampling of textures created with gui.new\_texture()? [image]

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