There is a strange loop hole inside dxdraws, but i found a way to fix this WITH hardware acceleration.

DXDraws.pas, line 1812, I add:

Var
DefaultTextureFilter: TD2DTextureFilter = D2D_POINT;

D2D_FLATCUBIC and D2D_GAUSSIANCUBIC get good results too, and D2D_LINEAR and D2D_ANISOTROPIC get that strange image cutting...

And after this, i change every stance of D2D_LINEAR to DefaultTextureFilter, you can enabled hardware acceleration again.

This way, you can swicth to optimal ways that you like, since there is no event to put the texturefilter correctly, (the loophole, every oninitiate have D2D object nullified... ack)

I also have my own dxsprite unit, with animation corrected and pixel check working perfectly too.

EDITED: Another good solution, is add a property onto tdxcustomdraw, "TextureFilter" of type TD2DTextureFilter. so, you can select it and will be use correctly inside creations...