In GL, you can set filter parameters like “GL_NEAREST” and “GL_LINEAR” to control the way that textures are resized when they are stretched or shrunk. For example, if you have a game that uses pixel art and you want to scale it correctly, you set “GL_NEAREST” because you want Nearest Neighbor, rather than Bilinear filtering, to prevent blurring.
How does SDL2.0’s hardware rendering system handle this, and is there a way to change it?
My own experiments have shown that it might default to Nearest Neighbor, as I was able to scale up a 16x16 sprite to 32x32 without any blurring.
I hope my question was clear. If not I’ll be glad to explain further.