Reputation: 203
I've tried to scale down a 512 x 256 image of a rocket by setting the width and height directly. When I launch it the rocket image is pixely and very bad quality even though it is supposed a crisp vector image. I wanted to know how I would properly scale this down to still retain the quality.
public GameScreen(){
cam = new OrthographicCamera();
cam.setToOrtho(false, 600, 800);
batch = new SpriteBatch();
img = new Texture(Gdx.files.internal("data/rocket.png"));
batch.setProjectionMatrix(cam.combined);
}
@Override
public void show() {
}
@Override
public void render(float delta) {
cam.update();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img,10, 10, 100, 60);
batch.end();
}
Upvotes: 0
Views: 163
Reputation: 600
As Tenfour04 mentioned in comments you need to initialize Texture class with mipmaps enabled. Then set texture filters using setFilter method.
img = new Texture(Gdx.files.internal("data/rocket.png"), true);
img.setFilter(Texture.TextureFilter.MipMapLinearNearest, Texture.TextureFilter.Nearest);
Upvotes: 1