Original Post
I have an older 3D game which has a quality slider (low, medium, high) in its options. Changing this slider has the following effect: when I have selected a specific monitor resolution (let's say 1280x1024) the visual appearance of the rendering output is as if the resolution is effectively reduced depending on the quality slider. So my monitor always shows 1280x1024, but the size of the pixels appears larger for lower quality settings (say for low quality 640x512 for example, so 2x2 pixels get the same color values). Is there a specific Direct3D parameter or function for automatically doing such, let me call it pixel clustering ? Or does one have to use dedicated tricks, like rendering to memory and upscaling or something ? [Edited by - Odie2 on March 10, 2009 3:59:43 AM]