My question concerns the following line of the section called "For Emulator Developers":
But as a slight optimization, you can scale first (256 * 8/7 = 292) and then pad: stretch the 256x240 pixels to 292x240, 584x480, 876x720, or 1168x960 square pixels or 320x240 or 640x480 non-square pixels.
Isn't it better math to use scaling before correction? For example, say you want to scale to 4x. My formula for that is (256 * 4) * (8/7), which gives 1170 pixels, not 1168. It adds in that extra bit of accuracy in my opinion to scale before correction, not correct before scaling.
But as a slight optimization, you can scale first (256 * 8/7 = 292) and then pad: stretch the 256x240 pixels to 292x240, 584x480, 876x720, or 1168x960 square pixels or 320x240 or 640x480 non-square pixels.
Isn't it better math to use scaling before correction? For example, say you want to scale to 4x. My formula for that is (256 * 4) * (8/7), which gives 1170 pixels, not 1168. It adds in that extra bit of accuracy in my opinion to scale before correction, not correct before scaling.