The problem I have is that when the rendering has to be scaled because a different screen mode than the optimal one is used, the 2d result isn’t pixel perfect. It’s not noticeable when moving around at high speeds, but when going slowly sharp lines in textures appear and disappear by every small incremental movement.
ortho is set to 1280x960, if the actual screen resolution is the same, everything renders pixel perfect (I only allow integer rendering positions).
any other resolution the rendered image is scaled on the fly, I guess a solution would be to set ortho same as screen res, and then multiply every position, width etc with screenWith/1280 (and likewise for y). And only allow for integer positions…
It’s much neater to just use glOrtho to have it appear the same… any ideas for making it pixel perfect when using the same ortho for all resolutions? (The effect occurs due to pixels not appearing on integer coordinates)