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c++ - OpenGL Scale Single Pixel Line

I would like to make a game that is internally 320x240, but renders to the screen at whole number multiples of this (640x480, 960,720, etc). I am going for retro 2D pixel graphics.

I have achieved this by setting the internal resolution via glOrtho():

glOrtho(0, 320, 240, 0, 0, 1);

And then I scale up the output resolution by a factor of 3, like this:

glViewport(0,0,960,720);
window = SDL_CreateWindow("Title", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 960, 720, SDL_WINDOW_OPENGL);

I draw rectangles like this:

glBegin(GL_LINE_LOOP);
glVertex2f(rect_x, rect_y);
glVertex2f(rect_x + rect_w, rect_y);
glVertex2f(rect_x + dst_w, dst_y + dst_h);
glVertex2f(rect_x, rect_y + rect_h);
glEnd();

It works perfectly at 320x240 (not scaled):

enter image description here

When I scale up to 960x720, the pixel rendering all works just fine! However it seems the GL_Line_Loop is not drawn on a 320x240 canvas and scaled up, but drawn on the final 960x720 canvas. The result is 1px lines in a 3px world :(

enter image description here

How do I draw lines to the 320x240 glOrtho canvas, instead of the 960x720 output canvas?

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There is no "320x240 glOrtho canvas". There is only the window's actual resolution: 960x720.

All you are doing is scaling up the coordinates of the primitives you render. So, your code says to render a line from, for example, (20, 20) to (40, 40). And OpenGL (eventually) scales those coordinates by 3 in each dimension: (60, 60) and (120x120).

But that's only dealing with the end points. What happens in the middle is still based on the fact that you're rendering at the window's actual resolution.

Even if you employed glLineWidth to change the width of your lines, that would only fix the line widths. It would not fix the fact that the rasterization of lines is based on the actual resolution you're rendering at. So diagonal lines won't have the pixelated appearance you likely want.

The only way to do this properly is to, well, do it properly. Render to an image that is actual 320x240, then draw it to the window's actual resolution.

You'll have to create a texture of that size, then attach it to a framebuffer object. Bind the FBO for rendering and render to it (with the viewport set to the image's size). Then unbind the FBO, and draw that texture to the window (with the viewport set to the window's resolution).


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