![]() HD being your design resolution and SD and HDR are scaled, with HDR being some 2k resolution. Three different resolutions are adequate. but prefer down-scaling to up-scaling, as the latter has to increase the original pixel size of the asset and they will look blurry. the factor for down-scaling is about X and the factor for up-scaling is about the same X. Select your design resolution in a way, that it could act as a 1:1 mapping(for devices, which really have that resolution) and also as an in-between resolution, so both factors for up- and down-scaling are about the same.Į.g. Or the ones coming out in the future, having 4k or even 8k(just a prototype now )ġ080p would be a good compromise as a design resolution, acting as a base for up- and down-scaling. ![]() So, having compromised design resolution (somewhat around ipad’s 1024 x 768) and 3 assets folders (SD/HD/HDR) the game should looks fine on most devices? So, here why do I convert in design res… I mean its fine that that is how API is designed, but on what basis I must select this design resolution because I am using this API because I want to adapt to every design resolution and so why shall I give my design resolution over here!!! Its a bit confusing? You got my doubt right!! In cocos2d-x, this is approach… resource res->design res->screen res… Is it enough or to give more better idea about my problem, shall I upload exact things about what I was setting and along with pictures on my screen? It starts the 0,0 of the sprite and matches it to the 0,0 of the screen!! Instead of showing the sprite in the center of the screen. Also, i set the position of my sprite to the center of the screen. I set my design resolution to be fixed height. I think I’ve started getting more clearer picture after referring to your answers and wiki again.
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