So I have a texture that I make during play, which I then stretch out to the whole screen so that you can see the individual pixels and it’s not just really small. The problem is that the texture is a tenth of the size of the full screen, so it is really blurry. I know that in the pipeline I can set the compression type of an image for pixel art to nearest, but how do I do that during runtime for a generated texture? Thanks
If I understood you correctly, you just have to set the
samplerState parameter to
SamplerState.PointClamp in your call to
SpriteBatch.Begin(). That should apply nearest neighbour interpolation to every drawn sprite. Here’s the API reference.