@PeekFreans wrote:
Good day.
How can I draw my sprites at a lower resolution and keep their pixelated look? When I draw a sprite in my game at my desktop resolution of 1920x1080 in full-screen, it is sharp with no blur. However, drawing the sprite at game resolution 1600x900 in full-screen makes it blurry and mixes the colors. Drawing in windowed mode at any resolution keeps the expected sharpness.
Here is the game at 1920x1080:
and here is the game at 1600x900:
Here is the relevant code:
-Constructor:
public Game() { graphics = new GraphicsDeviceManager(this); graphics.HardwareModeSwitch = false; graphics.GraphicsProfile = GraphicsProfile.Reach; graphics.PreferredBackBufferWidth = 1600; graphics.PreferredBackBufferHeight = 900; graphics.IsFullScreen = true; graphics.ApplyChanges(); IsMouseVisible = true; Content.RootDirectory = "Content"; }
-Draw method:
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(1, 1, 0)); { spriteBatch.Draw(testTexture, new Vector2(120, 120), new Rectangle(0, 0, testTexture.Width, testTexture.Height), Color.White); #region draw text ... #endregion } spriteBatch.End(); base.Draw(gameTime); }
I'm using:
-Monogame version: 3.5.1
-MonoGame Windows Project
-Grahics: Intel HD 530
-OS: Windows 10Also, when I worked with XNA it would keep the pixel sharpness, but I was using a different computer (Windows 7, integrated graphics).
Any help is welcome.
Posts: 5
Participants: 4