I’m trying to have my game render to a 640x360 render target and then render that to the screen in order to achieve “virtual resolution” so that the game has the same “zoom” no matter how big the window is. This is my draw code where the render target is drawn too and then put on the screen:
When I use this draw code, the text is awkwardly stretched out and becomes blurry as seen here:
After Googling I’ve seen that using point clamp sampling is the solution but using it made the pixels in the text even more obvious. This is how I initialise my render target (where the width and height are 640 and 360):
I am using cross-platform OpenGL MonoGame project on Windows 10. If anyone else has encountered this issue please let me know. Thanks