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Technical forum / Re: Saving memory using small upscaled images?
« on: July 18, 2014, 12:15:12 PM »
If you don't mind the quality difference then yes, this will save a lot of video memory.
Forum rules - please read before posting, it can save you a lot of time.
I checked your project. Unfortunetely I have absolutely no idea what's happening. The issue is only present in Windows (Linux & Android behave as expected). I don't know whether I have done something wrong (and SDL is gracefully correcting my errors on Linux & Android), or whether it is SDL's fault with the direct3d renderer.Yeah, there seems to be some alpha issue in Direct3D mode in fullscreen. I think meta encountered it as well. Switching to OpenGL renderer fixed the problem. So I suppose meta's fork uses OpenGL while your testing executable doesn't.