Charas-Project
Game Creation => Requests => Topic started by: zuhane on June 13, 2013, 12:29:25 PM
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Righty-ho! So I've been working on a little XNA project for a couple of years now. It's 100% custom and uses all my art (which takes the actual piss to draw) - The art looks fine, but it's all a little small considering the resolution of the project. I'd like to zoom everything to 2x scale, which is fine, as I have a working camera class. However, it seems to antialias the sprites as if it's doing me a favour, giving a blurry effect to the edges. Is there a way to keep the full crisp, pixelly goodness of the sprites when zoomed in?
Here's a few samples of some worlds I've been working on:
http://i.imgur.com/n5pw0qD.png (http://i.imgur.com/n5pw0qD.png)
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Setting SamplerState to PointClamp in the spritebatch.begin function should do the trick if you're on XNA 4.0.
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Ah great! Thanks for that :) I'll give it a try and report back.