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http://gmc.yoyogames.com/index.php?showtopic=614581 I made this nifty example for scaling by perfect integers dynamically on the fly. It also features a method of combating Game Maker's extreme interpolation when scaling by non-integers and yields an interpolation result much like the game Shovel Knight by Yacht Club Games.


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I've been facing a similar problem recently and all was a matter of 'world' units vs pixel units. Which units are you using for the camera and/or viewport? In case you defined such dimensions with 'world' units you should draw your back TextureRegion specifing the corresponding size in 'world' units. backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0, ...


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The trick for rapid Gaussian blurring with GLSL is to take advantage of the fact that the GPU provides linear interpolation in hardware. Therefore, you can effectively sample four 2D pixels with a single prefetch or eight 3D voxels. By deciding where to sample you can weight the output. The definitive reference is Sigg and Hadwiger's "Fast Third-Order ...



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