I am using OpenGL for a 2D-based game which has been developed for a resolution of 640x480 pixels. Thus, I setup my OpenGL doublebuffer like this:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 640, 480, 0, 0, 1);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
This works really well and I can draw all my sprites and background scrollers using hardware accelerated GL textures. Now I'd like to support other window sizes as well, i.e. the user should be able to run the game in 800x600, 1024x768, etc. So all graphics should be scaled to the new resolution. Of course I could do this by simply applying scaling factors to all my vertices when drawing the textures as quads. But I don't think that I'd be able to achieve pixel-perfect positioning that way.... but pixel-perfect positioning is of course very important for 2D games!
Thus, I'd like to ask if there's a possibility to work with a static 640x480 doublebuffer have it scaled only just before it is drawn to the screen, i.e. something like this:
1) My doublebuffer will always be 640x480 pixels, no matter what the real output window size is.
2) Once I call glfwSwapBuffers() the 640x480 doublebuffer should be scaled to the actual window size which can be smaller or larger than 640x480.
Is this possible somehow? I think this would be the easiest solution for my game because manually scaling all vertices is likely to give me some problems when it comes to pixel-perfect positioning, isn't it?
Thanks!
