My art assets are "native" to 1080p resolution which means if I'm going to offer other popular resolutions such as 900p or 768p, I have to adjust the view and use the setsmooth function on textures; otherwise everything looks like jagged crap.
I did that, then I noticed that sf::Text can't be smoothed the same way textures are. Instead I decided to draw everything on a RenderTexture and smooth that instead. Works perfectly.
Then it dawned on me that if the game will be run in 1080p, there's no need to do any of this. So, in order to save a draw call and the creation of a large texture, I tried this:
sf::RenderWindow Window;
sf::RenderTarget* ptrRenderTarget;
sf::RenderTexture RT;
if (Resolution == 1080p) { ptrRenderTarget = &Window; }
else { ptrRenderTarget = &RT; }
When I do this, I can clear and draw to the RenderTexture via RenderTarget pointer BUT I can't call display().
Is this whole idea redundant? Should I just always use the RenderTexture?
If this is actually a good idea, then how do I call display? What if I don't call it?