SDL_SetHint or another way to use different scaling quality |
SDL_SetHint or another way to use different scaling quality |
Pallav Nawani
|
Call SDL_SetHint BEFORE creating texture.
Eg, Call SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); Just before you create bg texture, and SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"); before you create pixel art texture. Calling SDL_SetHint while rendering has no effect, because texture properties are set when the texture is created. Done this way, it should work on all cards, have no performance penalties (linearly interpolated textures require more processing, but you can't avoid that). Pallav Nawani IronCode Gaming Private Limited Website: http://www.ironcode.com Twitter: http://twitter.com/Ironcode_Gaming Facebook: http://www.facebook.com/Ironcode.Gaming Mobile: 9997478768 On Fri, Feb 27, 2015 at 2:30 AM, mbabuskov wrote:
|
|||||||||||||
|
SDL_SetHint or another way to use different scaling quality |
Jonny D
|
Just a note here in case changing the filter mode is important: Â With SDL_gpu, the texture scale filters are part of the per-texture GPU_Image state and can be changed any time with GPU_SetImageFilter().
Jonny D On Sat, Feb 28, 2015 at 4:29 AM, Pallav Nawani wrote:
|
|||||||||||||||
|