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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).
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# ¿ Jan 11, 2009 18:26 |
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# ¿ May 3, 2024 00:39 |
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sex offendin Link posted:go hog wild.
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# ¿ Jan 11, 2009 20:33 |
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not a dinosaur posted:Why would you do that instead of just changing the viewport appropriately?
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# ¿ Jan 11, 2009 22:25 |
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I'll try to clarify what I mean: I want the one on the left. (Yes, really).
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# ¿ Jan 11, 2009 23:00 |
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PnP Bios posted:Sample the buffer and when you call glTexParameter, use gl_Nearest?
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# ¿ Jan 12, 2009 21:19 |