2
votes
1answer
186 views

Issues upscaling pixel art with SampleState.PointClamp

I'm developing a 2D game, and I'm striving to create a nice blocky low-res appearance for the game, yet allow it to be played at variable resolutions. So, I've researched resolution independency and ...
2
votes
2answers
417 views

How to manage drawing loop when changing render targets

I'm managing my game state by having a base GameScreen class with a Draw method. I then have (basically) a stack of GameScreens that I render. I render the bottom one first, as screens above might ...