Are there any tangible performance issues relating to using glScalef(…) to render a 2D tile-based scene?
As probably thousands of other people on here are doing, I’m creating a 2D tile-based game, and part of that requires me to draw my grainy, poorly-designed 16x16 pixel textures (read in from a texture atlas) at a much higher size than they’re designed. The entire scene is ‘zoomed in’ by a factor of 3 or 4 (I’m thinking this will be user-definable). But I’m wondering whether I should really be using glScalef to do this, or just simply draw the quads bigger?
I’m only calling glScalef(…) once before the tiles are rendered. It doesn’t get called again until the next render pass, so there’s no continual use of the function for each tile.
Thoughts would be welcome on this - I’m keen to try and use this method to up-scale bitmap font rendering too!
Thanks!