Hi, I’m having a little trouble with some texture.
All the textures are loaded with SDL_Image and just one texture is pixelated.
Thta image is bigger than displayed and even the image is draw with low quality.
See the image:
This image below is the original:
I used the:
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, “1”);
But it doesnt change that fish sprite.
Yes, I do! The quality changes a little but that fish sprites stays at same low quality rendering.
Any other idea to me do?
The code of load image is just a simple code with IMG_Load and after convert the surface to texture.
No, that would make it impossible to render with different quality scaling to the same target. Here’s the same image rendered twice to the same target at half-size: at the top using “best” scaling and at the bottom using “nearest” scaling, setting the hint just before creating the texture each time: