1.3: Scaling

Use the same code as in tutorial 1.1, but this thime change the following line:

// copy:

glBlitFramebuffer(

0, 0, framebufferwidth, framebufferheight, // source area: we rendered into 600 x 300

0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, // destination area: full window size

GL_COLOR_BUFFER_BIT, // buffer bitfield: copy the color only (from location "GL_COLOR_ATTACHMENT0")

GL_NEAREST); // filtering parameter: see Tutorial 9.2 Texture Parameters

If we want to copy the the content of our off-screen framebuffer into the full window, we have to specify the window size in the function glBlitFramebuffer(...) which actually does the copy.

Now resize your framebuffer to only a small part of the window, for example 50 x 50:

unsigned int framebufferwidth = 50;

unsigned int framebufferheight = 50;

The result will look like this: