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<!doctypehtml><html lang=EN-us><head><meta charset=utf-8><meta content="text/html; charset=utf-8"http-equiv=Content-Type><title>core smooth pixelperfect</title><meta content="core smooth pixelperfect"name=title><meta content="raylib [core] example - smooth pixel-perfect camera
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: sinf(), cosf()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
Camera2D worldSpaceCamera = { 0 }; // Game world camera
worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, v"name=description><meta content="raylib, programming, examples, html5, C, C++, library, learn, games, videogames"name=keywords><meta content="width=device-width"name=viewport><meta content=website property=og:type><meta content="core smooth pixelperfect"property=og:title><meta content=image/png property=og:image:type><meta content="raylib [core] example - smooth pixel-perfect camera
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: sinf(), cosf()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
Camera2D worldSpaceCamera = { 0 }; // Game world camera
worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, v"property=og:image:alt><meta content=https://raw.githubusercontent.com/raysan5/raylib/master/examples/core/core_smooth_pixelperfect.png property=og:image><meta content="raylib - core_smooth_pixelperfect"property=og:site_name><meta content=https://www.raylib.com/examples/core/core_smooth_pixelperfect.html property=og:url><meta content="raylib [core] example - smooth pixel-perfect camera
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: sinf(), cosf()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
Camera2D worldSpaceCamera = { 0 }; // Game world camera
worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, v"property=og:description><meta content=summary_large_image name=twitter:card><meta content=@raysan5 name=twitter:site><meta content="core smooth pixelperfect"name=twitter:title><meta content=https://raw.githubusercontent.com/raysan5/raylib/master/examples/core/core_smooth_pixelperfect.png name=twitter:image><meta content="raylib [core] example - smooth pixel-perfect camera
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: sinf(), cosf()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
Camera2D worldSpaceCamera = { 0 }; // Game world camera
worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, v"name=twitter:image:alt><meta content=https://www.raylib.com/examples/core/core_smooth_pixelperfect.html name=twitter:url><meta content="raylib [core] example - smooth pixel-perfect camera
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Required for: sinf(), cosf()
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
Camera2D worldSpaceCamera = { 0 }; // Game world camera
worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, v"name=twitter:description><link href=https://www.raylib.com/favicon.ico rel="shortcut 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