When I scale the graphics context in any render method, images, for the most part, scale perfectly smoothly. Images extracted from a TiledMap, however, don’t seem to have this effect. Let me be specific in what I’m doing…
I extract images from a TiledMap for individual rendering rather than simply calling the map’s .render() method (for my own purposes, don’t judge!) and I render them one by one in a separate pool.
The problem is, when I render images from a TiledMap in this fashion, the quality of the images deteriorate when, for instance, I want to transform the graphics context before anything is rendered.
So, I might write something like this…
public void render(Graphics g)
{
g.transform(0.75f, 0.75f);
imagePool.render(g);
// Blah blah blah, render other stuff, blah blah blah...
}
The images rendered from said pool appear to be a little blocky, nearest neighbor-ey-ish. They are jagged in comparison to the rest of the images.
How can I avoid this problem?