Search found 4 matches
- Mon Apr 23, 2018 7:37 am
- Forum: Support and Development
- Topic: [Solved] Canvas upscaling without losing quality
- Replies: 6
- Views: 4210
Re: Canvas upscaling without losing quality
I found a solution that completely fixed my problem: First I removed all canvases in my code, scaled up the part where it draws the game map and scaled down back after drawing the map, right before the text. For example: love.graphics.scale(4) -- Scale up 4x -- draw map, entities and more stuff here...
- Sun Apr 22, 2018 7:45 pm
- Forum: Support and Development
- Topic: [Solved] Canvas upscaling without losing quality
- Replies: 6
- Views: 4210
Re: Canvas upscaling without losing quality
If you want thin lines and thick pixels, you can't draw the lines to the canvas, you have to draw them directly to the screen. See also here: https://love2d.org/forums/viewtopic.php?p=199019#p199019 The lines are only for Hitbox debug, they normally shouldn't be there in production, so just ignore ...
- Sun Apr 22, 2018 7:00 pm
- Forum: Support and Development
- Topic: [Solved] Canvas upscaling without losing quality
- Replies: 6
- Views: 4210
Re: Canvas upscaling without losing quality
That's one of the benefits of using a canvas, it allows you to limit the resolution and get that "pixelated" look. One option is not to use canvases at all (doesn't matter if things overflow). Another thing you could try is canvas:setFilter("nearest", "nearest") I alre...
- Sun Apr 22, 2018 6:10 pm
- Forum: Support and Development
- Topic: [Solved] Canvas upscaling without losing quality
- Replies: 6
- Views: 4210
[Solved] Canvas upscaling without losing quality
Hello guys, this is my first time posting here and I hope I'll receive the help I now need: I'm writing a simple RPG engine which has tiny textures for everything and to fill the window I used love.graphics.scale(4), but by doing this the font messes up badly so I decided to draw the map in a canvas...