texture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGB888,
SDL_TEXTUREACCESS_TARGET,
- width, height);
+ width / LIGHTMAP_DIV,
+ height / LIGHTMAP_DIV);
if (!texture)
{
std::stringstream msg;
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderClear(renderer);
+ SDL_RenderSetScale(renderer, 1.0f / LIGHTMAP_DIV, 1.0f / LIGHTMAP_DIV);
}
void
SDLLightmap::end_draw()
{
+ SDL_RenderSetScale(renderer, 1.0f, 1.0f);
SDL_SetRenderTarget(renderer, NULL);
}