- Edited
I'm trying to replicate the method of scaling I usually use for low resolution games in SDL. The process goes like this:
- Make a render target texture (something like a viewport texture in Godot, I guess) that is game_width*3 by game_height*3, where game width and height are some fixed value like 480x270.
- Render the game to this texture at a scale of 3 with filtering disabled, this gives you "fat" pixels 3x3 in size on correct pixel boundaries.
- Render this texture to the screen with texture filtering enabled. This gives fat pixels on the screen with very slight blended transitions between the fat pixels.
I use this method because it avoid the uneven pixel size of scaling a game up with filtering disabled, and the extreme blurriness of scaling with filtering enabled from the original resolution. The transitions between the fat pixels is so slight that most people don't even notice them, yet it can be scaled almost to any resolution without major warping.
Do people not use this method in Godot? I've seen many forum posts and videos about this, but this method is not described and I can't figure out how to do this in Godot. I've tried a number of things, such as the project settings (viewport width and height with stretch mode) and rendering to a sub viewport to a viewport texture and displaying the viewport texture with a texture rect.