Wabbajackalope
Member
i have a large picture i am drawing into a room.
when i scale the room i use the following code
i am then drawing the sprite with this code
the sprite is quite large and im pretty sure it is vector, i am scaling it down, and it does not have any kind of alpha fading around the edges or mid colours between pixels.
the result looks quite blocky, when the scale is closer to 1 it looks fine, but i dont understand how to make it so i can make it smaller and still have it look as nice as when its in full size, havnt had any luck changing the settings, turning on and off interpolate colours between pixels has no effect, so im not sure why a large image looks worse when its scale down then when a small object is scaled up).
please note i only have one sprite in the project, im just doing tests so i dont think the texture maps are a question but i have made sure the entire sprite does fit on one texture map.
one thing i can do is increase the surface_resize to be larger but in proportion to the size of the room, doubling it for instance, and although it does work it is also doubling the amount of drawing that needs to be done on screen, which might be the best option, but this doesnt feel practical.
does anyone one know of this problem and possibly an alternative to resolve this issue with scaling down large sprites and having them turn blocky as a result?
thank you.
when i scale the room i use the following code
Code:
vx = 750
vy = 1334
vm = 800
var tt = vx/vy*vm;
surface_resize(application_surface,tt,vm)
window_set_size(tt,vm)
room_width = tt/2
room_height = vm/2
view_wport = tt
view_hport = vm
i am then drawing the sprite with this code
Code:
var uu = 0.100;
draw_sprite_ext(sp_logo,0,room_width/2,(sprite_get_height(sp_logo)/2)*uu,uu,uu,0,c_white,1)
the sprite is quite large and im pretty sure it is vector, i am scaling it down, and it does not have any kind of alpha fading around the edges or mid colours between pixels.
the result looks quite blocky, when the scale is closer to 1 it looks fine, but i dont understand how to make it so i can make it smaller and still have it look as nice as when its in full size, havnt had any luck changing the settings, turning on and off interpolate colours between pixels has no effect, so im not sure why a large image looks worse when its scale down then when a small object is scaled up).
please note i only have one sprite in the project, im just doing tests so i dont think the texture maps are a question but i have made sure the entire sprite does fit on one texture map.
one thing i can do is increase the surface_resize to be larger but in proportion to the size of the room, doubling it for instance, and although it does work it is also doubling the amount of drawing that needs to be done on screen, which might be the best option, but this doesnt feel practical.
does anyone one know of this problem and possibly an alternative to resolve this issue with scaling down large sprites and having them turn blocky as a result?
thank you.