When rendering retro 2D pixel graphics, it's common to use a lower internal resolution for pixelation and scale the output to a larger resolution for display. However, scaling GL_LINE_LOOP primitives can result in non-pixelated lines.
OpenGL's glOrtho function defines a 2D coordinate system where the origin is in the bottom-left corner and extends to the top-right. By calling glOrtho(0, 320, 240, 0, 0, 1), you define a 320x240 virtual canvas.
However, when the glViewport function is used to scale the output, the virtual canvas is not physically resized. Instead, the primitives are drawn on the full output resolution (e.g., 960x720) and then scaled up. This results in pixelated rectangles but non-pixelated lines.
The recommended solution is to render to a texture of the desired virtual resolution (320x240 in this case) and then draw that texture to the window at the desired output resolution (960x720). This ensures that the primitives are rendered at the virtual resolution, maintaining their pixelated appearance.
This approach ensures that the lines are drawn at the virtual resolution, maintaining their pixelated appearance even when scaled up to a higher output resolution.
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