Scaling of textures with integers


I have spent more time on the right menu than I should have. But I didn’t like the framework for buttons and images so I made my own. So now I have 100% control of each pixel šŸ™‚
The reason for this is because I always want to scale the texture with a integer (a whole number, not a decimal number). Then the texture will looks like it intended. If you scale the texture by a factor of 1.5 then some original pixels will occupy 2 pixels and some 1 pixel and the texture will look crappy.
Here is an example of scaling 100% 150% and 200%. You can see that the 150% does not look as good as the 100% and 200%. Different filters and algorithms can be used to get this looks better but using a integer will always look better.


So now if you rescale the game window it will always scale with as largeĀ integer as possible. In this example I just resize the window and when the textures fit with a higher scale factor it will resize the buttons. So here it goes from factor 1 to factor 2.

I will probably do the same thing for the map to the left. So each tile is scaled byt a integer. Original size of the tiles is 16×16 pixels and the end result will be 16×16, 32×32, 48×48, etc, depending on the resolution.
In the long run I will probably release the game on Android and IOS as well and then you will have a lot of different resulutions which will result in different scaling if you don’t take care of it.

Ooh andĀ 1th of february will officially be the first day as “unemployed” šŸ™‚

Words that you might not understand

  • IntegerĀ  – A whole number, not a decimalĀ number. like 1, 2, 3, 4
  • FloatĀ – A float number is a decimal number like 1.4 and 3.14