bsabiston
Member
I'm trying to programmatically create some sprite buttons using the draw commands. But they are jaggy and I'd like them to be antialiased. I thought I would draw them at 4 or 8 or 16 times the size I want into a surface, then scale that down to the final button sprite/texture. But so far it is not working very well. I'm using draw_surface_stretched to draw the big surface onto the small surface, and I do see some slight blending going on, but it does not look like I would expect from a quality scale down from an image 8x larger.
I've tried gpu_set_texfilter() and that is what gave me the slightly filtered effect I do see -- but I guess it is just doing some crappy auto-texture scale and not a true filtered scale. Is there any way to do a quality scale in GMS outside of doing it myself pixel-by-pixel?
Thanks!
I've tried gpu_set_texfilter() and that is what gave me the slightly filtered effect I do see -- but I guess it is just doing some crappy auto-texture scale and not a true filtered scale. Is there any way to do a quality scale in GMS outside of doing it myself pixel-by-pixel?
Thanks!