Problem:
A game with an internal resolution of 320x240 is scaled to display at higher resolutions (e.g., 960x720). While pixelated graphics are rendered correctly, lines drawn with GL_LINE_LOOP are scaled up to 3px, resulting in incorrect pixel art.
Question:
How can lines be drawn to the internal 320x240 view instead of the 960x720 display view?
Answer:
The misconception is the existence of a "320x240 glOrtho canvas." OpenGL only renders to the actual window resolution (e.g., 960x720). Scaling coordinates merely transforms primitive end points but does not affect rasterization.
To correctly draw 1px lines:
By rendering to an offscreen image of the actual resolution and then scaling it up, proper pixelated line rasterization can be achieved.
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