Scale the whole screen?
Blitz3D Forums/Blitz3D Programming/Scale the whole screen?| 
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| Hi I am making a 2d tilebased game, and I am trying to go for a gameboy advance type look, so I am making 16x16 tiles.  However, they are way too small.  Is there a way to scale the whole screen by two or three times at an acceptable speed, while at the same time not getting a blurry image?  I have tried scaled windowed mode, but the image is blurry.  I suppose I could scale all the images in paint to 32x32, but is there a better way?  Thanks for the help. | 
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| there are many ways to scale images. scaleimage() is antialiased so probably no help. there may be a code entry in the archives for non-antialiased scaling. em, are you using blitz3d, sounds like maybe you're blitzplus and posted in the wrong forum. | 
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|  em, are you using blitz3d, sounds like maybe you're blitzplus and posted in the wrong forum. You're aware that you can still make 2D games in Blitz3D, right? There isn't really a fast way of doing it 'on the fly', but you could pre-scale everything after turning off TFormFilter which should get rid of the blurriness. | 
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| Ah, that would solve it.  Thanks Gfk. | 
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| Easy solution: make your app fullscreen and use a lower screen res, like 640x480! :P | 
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| Why can't he do it on the fly in B3D? He could use a 16*16 tile playfield and copy it over to a texture on a quad/sprite that fills the camera's view. | 
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| don't just scale the graphics, redraw them as 32x32 tiles. | 
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| Im with Smiler on this. If your graphics look too small, its cos they are. | 
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| Thanks for all the imput, guys.  This is a big help. |