Thanks a lot for the tip! I'll give it a shot and let you know how it goes.


On Sun, Jun 9, 2013 at 4:54 PM, Nathan <[email protected]> wrote:

> Hey, thanks for having this discussion!  I had been trying to figure this
> exact thing out for some time.  In my case, I just want my entire program
> to stay pixelated.  I added a post on the discussion you linked to, but for
> convenience I'll repeat it here:
>
> ----------
> Thank you for this post!!  For those like me, who are simply making a
> retro-style game where they want EVERYTHING scaled to be pixelated, the
> simple quick answer is start your code with:
>
>     from pyglet.gl import *
>     glEnable(GL_TEXTURE_2D)
>     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
>
> And then all your usage of sprites, etc. from there on out stay nice and
> pixellated.  No blurring!
> --------
>
> Brian, I would guess that making this change globally like I am would
> affect your animated sprites and bitmap fonts as well.  I don't know for
> sure though, since I don't use either.
>
> ~ Nathan
>
>
> On Mon, Jun 3, 2013 at 5:46 PM, Brian Soulliard <[email protected]>wrote:
>
>> Thanks. I'll try that out. How will that interact with animated sprites?
>> Is there a similar technique for scaling bitmap fonts?
>>
>>
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