Comments (1)
Thanks for the appreciation and sorry for the late answer.
If you mean a "real" render resolution, namely render size 1:1 to PNG size, the thing is not immediate: the software was thought mainly for the real 3D, and all buffers are built 1:1 with the current resolution, and the saving PNG process is a "inter-frame" occurrence.
So I would have 2 easy ways (without having to overturn the mechanism of creation/destruction of buffers and do this inter-frame):
- (poor) I use the "scale factor" only on a new/alternative draw buffer to resize the PNG, but this is equivalent to a bi-linear interpolation (done by GPU) on image.
- I use the "scale factor" for all buffer, except the draw buffer (window canvas): the render visualization will be shrinked to window size, but when save the PNG the render size will be 1:1 with the image size... however, this involves more work for the GPU which will only be evident when saving the PNG file: the screen/window display will/could be worse than the original, due to shrinkage.
I hope to be able to resume developing glChAoS.P soon, as well as all my other projects: complicated year.
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