hth
Member
So, my prototype is running in 360p. That's the resolution all the assets are created and the main view is configured for. If I apply surface_resize() to the application surface like this:
GMS scales the image properly when I, say, double or triple the window size or go full-screen. Properly meaning GMS renders in the display's native resolution, and the sprites don't look blocky when rotated. This is how it looks like with the window size tripled (1080p):
RTX on:
Which is exactly as intended. The problem I have is when I draw surfaces. Depending on game mode, I have a split-screen situation going on, and everything works as it should EXCEPT that the surface doesn't scale the same way as the application surface does, and sprites, when rotated or resized, are blocky like this:
RTX off:
I fine-combed the manual for the past few days, I played around with viewport dimensions and surface_resize(), but I don't seem to be able to actually understand how scaling works. For the application surface, GMS seems to do all the work automatically, and the information on what exactly it does so that one could reproduce it are sparse.
I can of course provide code to show how exactly I configure views, cameras and surfaces, but as I currently don't know what's important and what's not, I'm gonna leave it out for now and wait for somebody to give me more input on what I am probably doing wrong. Any help greatly appreciated.
Code:
surface_resize(application_surface, display_get_width(), display_get_height());
RTX on:
Which is exactly as intended. The problem I have is when I draw surfaces. Depending on game mode, I have a split-screen situation going on, and everything works as it should EXCEPT that the surface doesn't scale the same way as the application surface does, and sprites, when rotated or resized, are blocky like this:
RTX off:
I fine-combed the manual for the past few days, I played around with viewport dimensions and surface_resize(), but I don't seem to be able to actually understand how scaling works. For the application surface, GMS seems to do all the work automatically, and the information on what exactly it does so that one could reproduce it are sparse.
I can of course provide code to show how exactly I configure views, cameras and surfaces, but as I currently don't know what's important and what's not, I'm gonna leave it out for now and wait for somebody to give me more input on what I am probably doing wrong. Any help greatly appreciated.