I pulled my SDL2 game out of cold storage and am working to get it running again. I found a curious thing: graphics primitives based on SDL2_gfx and text based on SDL_ttf are displaying way too big, in blocky, oversized pixels. In the code shown below, with the window size at 400, things look pretty decent. But if I change the window size to 800, I don't get more pixels, I get bigger pixels. I've been researching a little, and it seemed that both SDL_RenderSetLogicalSize and SDL_RenderSetScale might have something to do with a situation like this, but a search shows that neither is present in any part of my code.
int main() { //Initialize SDL if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 ) { printf( "SDL could not initialize! SDL Error: %s\n", SDL_GetError() ); return 1; } gWindow = SDL_CreateWindow("Drawbox", 0, 0, 400, 400, 0); if( gWindow == NULL ) { printf( "Window could not be created! SDL Error: %s\n", SDL_GetError() ); return -1; } //Create renderer for window gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); if( gRenderer == NULL ) { printf( "Renderer could not be created! SDL Error: %s\n", SDL_GetError() ); return -1; } /* Create texture for display buffering */ target = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 500, 500); SDL_SetRenderTarget(gRenderer, target); … much more code follows, including drawing circles, lines, and text } I did a little experimentation to see if SDL_RenderSetScale could be used to fight back:
SDL_RenderSetScale( gRenderer, 0.5, 0.5 ); circleColor(gRenderer, 100, 100, 50, 0xffff00ff); But the graphical result is this, plainly showing the results of trying to draw a skinny little circle with big fat pixels! ! (Please ignore the little spaceship looking thing inside, it's one of my game actors that just happened to land there.) 
I seem to have defaulted into some odd state. Unfortunately, I don't have a simple example that triggers this behavior. But are there other calls besides SDL_RenderSetLogicalSize and SDL_RenderSetScale that could lead to something like this? Has anyone seen this kind of behavior before?
Incidentally, I really don't want SDL_RenderSetLogicalSize. My game is pixel-savvy, and rather than being targeted to a specific screen size, it will gladly and intelligently make use of all the pixels it can get.
400x400but then making a texture of size500x500to display onto the window? \$\endgroup\$