I’ve been trying to draw a scaled texture on my HUD, but am encountering some graphical artifacts along the way. I’m using AHUD->DrawTexture() to draw a 512x512 texture into a 64x64 space on the screen.
Here is a screenshot illustrating the issue:
I couldn’t find any other people with this problem, any help would be appreciated!
I haven’t tried a 64x64 image, but rendering at 512x512 native seems to be free of artifacts. Scaling textures shouldn’t cause glitches though, doesn’t that defeat the point of scaling?