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Old 23 February 2013, 23:27   #89
StingRay
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Join Date: Dec 2005
Location: Berlin/Joymoney
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Quote:
Originally Posted by andreas View Post
so game programmers often used the trick as follows: they made pictures in 160x100 and blew them up to double size.
Often is quite a relative term. While some coders might have done this I'm quite sure the majority just used normal compression algorithms instead of using such cheap tricks which looked quite horrible, specially when things like (bilinear) filtering would have taken much too long on a plain 68000 A500.

Hence I'd really like to see some examples as well!


Quote:
Originally Posted by andreas View Post
It's fairly possible that stretching these pics on 2x size in real-time may occasionally have created some of these display issues this thread is about.
This just doesn't make sense at all. The scaling of these pictures back to their original resolution will not affect the display in any way!
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