The SDL documentation for SDL_RenderCopy says that the texture will be stretched, but I can find absolutely no information about how the stretching will be done.
My experiments on Linux show that stretching is not anti-aliased. Can I rely on this? Will it behave the same way on other platforms? Will it not change in future versions?
Searching for anti-aliasing in SDL Wiki yields only 1 result, and it refers to the OpenGL configuration; the Wiki seems to be silent on how the stretching of textures is done. I’m writing a pixel-art game that won’t look good if anti-aliasing is applied, so I’d like to make sure it will never be anti-aliased.