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austinkinross avatar austinkinross commented on May 18, 2024

Hi Steve,

Yes, the hardware overlay scaler in Windows phones doesn't use nearest neighbor.

One solution to this would be to render your game's content to a small offscreen surface. You could copy this to your window surface by rendering a textured quad using GL_NEAREST. There will still be performance benefits for this compared to rendering at full-resolution, but they won't be as great as using the hardware scaler.

I hope this helps, and let me know if you have any other questions.
Austin

from angle.

stevetranby avatar stevetranby commented on May 18, 2024

Thanks for the info.

I'm working with the cocos2d-x engine. Would you recommend doing this on the OpenGL side with a render texture or frame buffer, or should I modify the ANGLE part to do this with DirectX surfaces?

from angle.

austinkinross avatar austinkinross commented on May 18, 2024

Apologies, I missed your reply. I'd strongly recommend doing this on the OpenGL ES side with a texture or offscreen framebuffer. This will have very similar performance to modifying the DirectX part of ANGLE.

Hope this helps!

from angle.

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