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Up Topic Gosu / Gosu Exchange / A different type of "pixel game" support
- - By hmans Date 2013-06-17 10:00 Edited 2013-06-17 10:26
I'm aware of Gosu::enable_undocumented_retrofication, which, as I understand it, deactivates texture filtering/antialiasing/whatever to make sure large pixels are nice and clean.

What I'd much prefer to do is rendering the entire scene to a small canvas and then zooming that canvas so it fills the window. For example, I'd render to a canvas that is 320x240 pixels, and zoom it by a factor of 2 so it fills my window of 640x480 (still using what Gosu::enable_undocumented_retrofication does, of course).

Is that possible to do with the current version of Gosu? If it's not, what are the chances of getting this in a future version?


Edit: I've attached a screenshot of the kind of effect (rotated pixels) that I would like to prevent using the technique described above.
Parent - - By jlnr (dev) Date 2013-06-17 20:09
I think using Spooner's Ashton library and applying a full-screen effect is the way to go. :)
Parent - By Spooner Date 2013-07-09 12:56
You could render to a small Ashton::Texture and use Window.scale to scale that up to the size of the screen when drawn.

You could do the same with TexPlay's Image.render_to_texture and just scale when you draw the image (The main limit of TexPlay's implementation is that the Image size can't be larger than the window, but that isn't an issue for you).
Parent - By bestguigui Date 2013-06-22 12:13
What about using the Gosu::Window#scale method ?
Up Topic Gosu / Gosu Exchange / A different type of "pixel game" support

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