As I am using multiple views of the same screen I am drawing to a RenderTexture, which I then draw to the RenderWindow. At the beginning of my program the RenderTexture is created to twice the size of the window. I was expecting my rendering area to be increased (e.g. so the size of the window was 600x600 but I could render to this texture at (800,800) ), but instead when I draw all my graphics were scaled up - so my 32x32 sprites became 64x64, and the positions were scaled - creating the RenderTexture double the size just stretched it.
Here is what I'm doing each rendering frame (in pseudocode):
rendertexture.clear()
window.clear()
rendertexture.setView(view)
rendertexture.draw(all)
rendertexture.display()
window.draw(rendertexture)
window.setView(minimap)
window.draw(rendertexture)
window.display()
I'm trying to have the minimap display the same screen as the main view except the area that is shows is double the size. If the RenderTexture didn't stretch I would be able to do this (SFML 2, but not the most up to date version).