I'm using viewports to handle different screen resolutions to support multiple platforms (desktop, android, etc.) in my libgdx powered game. I made all image assets for Full HD resolution and thought it will be easy to scale down them for lower screen resolutions. The thing is when I resize them (scale up or down) they are pixelated very badly. I tried to use TextureFilter.Linear and TextureFilter.MipMapLinearLinear (enabled mipmaps). The result is still not satisfying. Then I came across this post made by an administrator on libgdx forums:
He says it scales the texture 60 times a second.
1-) Does it really gets scaled 60 times a second? If so why isn't it scaled only one time at program start? How can i do this?
2-) Since all games which support multiple platforms somehow need to achieve the rescaling, what is the best way to do it? My image editor program can resize it without pixelating so I think there should be a way.