Okay, so i'm trying the classic draw to a render target, and then scale the render target up and draw it to the back buffer, while using Point Sampling/Nearest Neighbor style filtering, to keep the pixel look.
What I don't understand is that for some reason I keep getting filtering.
The render target is working fine if i don't apply any scaling and simply draw it to the backbuffer, comes out nice and perfect.
I'm using the following to draw the render target
| batch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null); |
| batch.Draw(rendertexture, new Rectangle((int)destination.X, (int)destination.Y, (int)destination.Width, (int)destination.Height), null, Color.White); |
| batch.End(); |
Now if the destination rect for sprite batch matches the width and height of the texture there is no filtering, yet when i pass in a larger width/height such as 2x, I get the linear filtering effect.
I've tried changing various things such as using sprite batches scale property vs the rectangle based stretching, but nothing seems to prevent the filtering.