I usually try not to ask too many questions, but I'm a bit stumped here on my code.
I have a small sprite sheet animation that looks like this:
![Image](http://i.imgur.com/wU70o.png)
His animation and everything are working just fine, but my GLUT window is 640px by 480px:
![Image](http://i.imgur.com/j34Yi.png)
So he looks lovely sitting there, but there's quite a bit of room going on around him, so I figured why not scale down the window:
![Image](http://i.imgur.com/HXrMH.png)
Ahh, perfect so this is great, a 320px by 240px size for the window is just fine, but the problem is, everything now is so small.
I mean, I can barely see anything here, I want the window's resolution to be 320px by 240px but I want it to upscale to 640px by 480px.
So messing around I tend to get this kind of effect:
![Image](http://i.imgur.com/oILV7.png)
So you'll see some of the pixels translate well, but others do not. Some pixels are too wide I suppose you could say, it's not a proper scaling like I want it to be. If you take a look at a game sprite that has it's scaling increased it would look a bit like this:
![Image](http://i.imgur.com/ieWdF.gif)
If you'll notice that each pixel is being scaled up to four pixels per pixel.
So how would I go about making my sprites scale up properly to be like this so that I can have them stick at their standard resolution but increase the window size?
Thanks.