Dynamic content scaling which resizes, not resamples?

I have a retro-pixel style game, so when using dynamic content scaling I don’t want the images to be resampled (as it introduces a blur), but pixel-perfectly resized. Is this possible? If not, I’d love if this could be added. Thanks!

[import]uid: 10284 topic_id: 22811 reply_id: 322811[/import]

You should be able to prevent this by providing multiple resolutions of your art using newImageRect. As long as you match the resolutions of your target devices (or most of them, for Android anyways), you should be able to avoid resampling artifacts. [import]uid: 87138 topic_id: 22811 reply_id: 91217[/import]

Revaerie, I can get it to work when using different image files, but my question is specifically – can I get it to work without providing several images? Because for retro-pixel art, the larger image can be losslessly generated from the smaller image. Does your newImageRect approach work without providing larger images? [import]uid: 10284 topic_id: 22811 reply_id: 91235[/import]

He wants simply put the ability to set sampling mode on object basis.

I also think that be able to choose if you want bilinear sampling or not is vital.

I I am correct you can actually set the sampling for both up and downscaling, so it will sample when less than 1:1 pixels to reduce flickering, but when scaling over 1:1 then you do not use sampling at all.

This is also vital to have if you need to scale/zoom into the objects, not just for dynamic content scaling.

-> object.sampling = true / false [import]uid: 37802 topic_id: 22811 reply_id: 91345[/import]