DaveC said:Ok so this means that instead of getting a pixelly looking image you get a blurry one.Hessiess said:[*] Bilinear filtered rotation: and scaling: Quads can be scaled and rotated
smoothly, without the shimmering associated with nearest neighbour filtering.
That may be an ok tradeoff for some but to me using native resolution for a game (especially 2D hand drawn art) still looks much nicer than a bilinear blurred out one.
Use the largest images that the amount of ram will allow, Computers these days aren't exactly short of ram. Blocky scaled images aren't exactly beautiful ether
Anyway, if you do want nearest nabhour scaleing, you only need to change lines 78 and 80 of 'qr_sprite.cpp', I may add it as a feature if there is enough demand.
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