Monday, July 1, 2019

xna - Scale my pixel art files when designing them or when rendering?


If I create pixel art files that need to be scaled up on the screen later, so that a single pixel becomes a box of 4 pixels. Should I create my pixel art with 2x2 pixels or should I create it with 1x1 pixels so that I can I 1:2 scale it later in XNA to 2x2 pixels?



I tend to believe that 1:1 would result in too much detail rather than the pixel art effect, thus I want the end result in 2:1 style where a 1x1 pixel of my intended sprite will take 2x2 pixels on the screen.



Answer



Bad idea to scale it up beforehand like that.


Doubling the size of a texture quadruples the storage, and the memory it uses. It will also slow down spritebatches, and generally take more time for rendering.


What you want to do is scale the textures up by 2 when drawing them in XNA, while making sure to scale with a PointClamp image sampler.


How do I disable texture filtering for sprite scaling in XNA 4.0?


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