I'm trying to render a scene at 320x240 permanently to emulate the feel classic 240p systems, and upscale it to the full size of the screen.
The issue I have is that, although I can sort of fudge this effect using sprites of a set resolution and glOrtho, it often just renders completely at the higher resolution and ends up being maybe a little slower, and rotating a sprite would end up making it obvious that the resolution is a lot higher.
Is there some way to render the viewport at 320x240, and then upscale it to fit the screen, using OpenGL 1.1?
Right now I'm using this to set up the 2D viewport for rendering, where width and height are the width and height of the canvas.
GL11.glViewport(0, 0, width, height);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glClear(GL11.GL_ACCUM);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0.0D, 320, 240, 0.0D, 0.0D, 100.0D); //320 and 240 is the "true size"
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
I've heard about rendering onto textures, however I cannot find any information on how to do this in OpenGL 1.1.