I have a fairly technical question
I’m rendering my sprites like this
sprite.bind();
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0,0); //Upper left
GL11.glVertex2f(displayWidth/2 - sideLength/2, topBuffer);
GL11.glTexCoord2f(0,1); //bottom left
GL11.glVertex2f(displayWidth/2 - sideLength/2, topBuffer+sideLength);
GL11.glTexCoord2f(1,1); //bottom right
GL11.glVertex2f(displayWidth/2 + sideLength/2,topBuffer+sideLength);
GL11.glTexCoord2f(1,0); //Upper right
GL11.glVertex2f(displayWidth/2 + sideLength/2, topBuffer);
GL11.glEnd();
Don’y worry about the code, I’m just showing you the basic format
I’m using GL11
Now, there comes a time in every game programmer’s life where he must render a sprite to dimensions bigger than the original sprite’s dimensions
For example, my item sprites are 16x16, but I want to draw them to look 128x128
That was no problem. I got that working. However, when the sprite got enlarged, it also got blurry
My game is kinda going for a pixel-y feel, so having the sprite plain enlarged is no problem. In fact, the blurry enlargement looks bad.
How can I set it so that it doesn’t enlarge like that?