Problem:
When rendering a 320x240 OpenGL scene scaled to a higher resolution (e.g., 960x720), lines appear thinner than intended due to being drawn on the scaled output canvas instead of the internal 320x240 canvas.
Answer:
The misunderstanding lies in the assumption that there is a separate 320x240 OpenGL canvas. The entire viewport is the physical window resolution (960x720 in this case).
Solution:
To draw pixelated lines at the correct thickness, the rendering should be performed to a separate 320x240 image buffer, and then the image should be drawn to the screen as a scaled texture.
Steps:
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