GMS 2 application_surface resize

So, I've got a pallet swapping shader. I'm running this in the Post draw event so I can use application_surface.

Now the issue is, the application_surface is 400w by 250y and that's great!
This puts a lot less work on the pallet swapper to change every pixel.

Of course, after this, I use 'surface_resize' to boost the surface to the windows resolution.

Now, the issue is, I can't find a way to keep the application_surface at 400w by 250y. Cause after resizing it will be at that new size on the next step.

I've tried a lot of things and messing around. buttttttt really really confused now

Code:
var wins_w = window_get_width();
var wins_H =  window_get_height();

if(window_get_fullscreen())
{
    wins_w = fw;
    wins_H = fh;
}

if(instance_exists(obj_light_control)){  
     pal_swap_set(obj_light_control.my_pal_sprite,obj_light_control.current_pal,false);
   
        draw_surface(application_surface,0,0);
   
    pal_swap_reset();
}
else
{
        draw_surface(application_surface,0,0);  
}

 
surface_resize(application_surface,wins_w,wins_H);

because of this issue, the game basically kills itself trying to pallet swap a 1080p image
 
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