Reputation: 67
I am using libGDX to make a small game, I made a little sprite (32x32) that is shown in the center of the screen. For some reason when I render the texture to the screen it loses its quality. Since the textures are so small I made the screen width and height 200 and 100 respectively. Any tips or answers would be much appreciated.
Upvotes: 3
Views: 265
Reputation: 41311
Your sprite (32x32) needs to be displayed on an area which is larger than 32x32, meaning that the image needs to be upscaled and interpolated (i.e. pixels between the 32 known ones need to be calculated). A common approach is smooth (often times linear) interpolation to fill in the additional pixels, which works well for photorealistic textures; it appears to have occurred here.
For pixel-art, you likely want "nearest-neighbor" interpolation instead. While the exact way to set it depends on the structure of your code, you may be able to do something like:
textureObject.setFilter(TextureFilter.Nearest, TextureFilter.Nearest);
Upvotes: 3