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Render to a small texture, then scale up to the screen size
To be honest, I thought this is what SDL_RenderSetLogicalSize() did, but actually it scales up each object that you draw with SDL_RenderCopy(). This is necessary because on some GPUs, scaling up can cause a sprite to bleed into an adjacent frame in the spritesheet texture. This shouldn't happen with nearest neighbor scaling, but it nevertheless does happen on some GPUs such as my laptop's embedded Intel GPU. On this GPU I saw a one pixel wide strip on the top and left of every sprite that showed the neighboring sprite frame. The strip was one pixel wide in my screen's pixels, not the logical resolution's pixels. Rendering everything to a 320x240 texture and then scaling up the whole texture at once makes strange bugs like this impossible.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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