Something like this .... untested and you'll need to play with the texturescale and spritescale due to power of 2 textures etc.. and screen aspect etc...
In the main loop ....
This should give you a basis, if you need a working example then give me a shout.
Stevie
global QGW = graphicswidth()*.25 global QGH = graphicsheight()*.25 global MainCam = createcamera() global PixelCam = createcamera() global PixelTex = createtexture( QGW , QGH ) global PixelSprite = createsprite( MainCam ) positionentity PixelSprite , 0, 0, 1 scalesprite PixelSprite , ?? , ?? ; scaletexture PixelTex, ??, ?? textureblend PixelTex , 3 ; additive blend or maybe use entityalpha
In the main loop ....
Cameraprojmode MainCam, 0 Cameraprojmode PixelCam, 1 renderworld() copyrect 0,0, QGW, QGH , 0, 0, backbuffer(), texturebuffer( PixelTex ) cameraprojmode PixelCam, 0 cameraprojmode MainCam, 1 renderworld() flip
This should give you a basis, if you need a working example then give me a shout.
Stevie