## March 17th, 2025 - JME Abstracting the render target code to its own class will help clean up our main game class as well as create a space for fullscreen effects. The first will be zoom. Here's what the render handler can do. - Create and manage the Render Target - Handle scaling and fitting to the screen - CalculateRenderDestination() - USe a method to apply changes to zoom - use integer increments for pixel perfect scaling - Encapsulate the render pipeline - sprite batch beginning to end for the render target ## March 18th, 2025 - JME **Render Handler Zoom** Trying out zoom using the render target. The render target is set by retroWidth and retroHeight (320x180). - ZoomIn() should smoothly zoom to 50% retroWidth x retroHeight, 160x90 - ZoomOut() should smoothly zoom to 150% retroWidth x retroHeight, 480x270