Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
dimebag dinkman
Feb 20, 2003

This is a 2D rather than a 3D question, but - if I'm using OpenGL, what's the recommended way(s) of doing an integer scaling of the output to the screen (i.e. either normal size, or exactly double in both dimensions, or exactly triple, etc.), with no filtering (nearest neighbour scaling)? I do want this to be over the entire rendered output, not just individual components (so, for example, if something is rendered rotated at 45 degrees, its pixels still appear aligned to the edges of the screen at 4x scale).

Adbot
ADBOT LOVES YOU

dimebag dinkman
Feb 20, 2003

sex offendin Link posted:

go hog wild.
I will!

dimebag dinkman
Feb 20, 2003

not a dinosaur posted:

Why would you do that instead of just changing the viewport appropriately?
I wanted the output to be simplistically scaled with no increase in resolution, as you would get if you just change the viewport.

dimebag dinkman
Feb 20, 2003

I'll try to clarify what I mean:


I want the one on the left. (Yes, really).

dimebag dinkman
Feb 20, 2003

PnP Bios posted:

Sample the buffer and when you call glTexParameter, use gl_Nearest?
Could you explain what you mean by "sample the buffer" a bit more? Do you just mean rendering to a framebuffer object, as sex offendin Link suggested?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply