![]() You can look up mip mapping to see why this is the case. Otherwise, performance will suffer when sprites are drawn smaller than their native resolution, and may look distorted as you described. Your min filter should be MipMapLinearLinear or MipMapLinearNearest. a pouchlike expanded part of the oesophagus of birds, in which food is stored or partially digested before passing on to the. For now it can just be 100, but if you decide to make some smaller resolution art later, you can adjust it accordingly then without having to find all the occurrences of 100 in your code. This causes the server to serve old files, despite the hash and itok change for the image URL, because the files are still there and havent been modified. Make pixelsPerMeter a variable that is set once when the game starts up. After updating crop settings for an image, the image style derivatives that were generated with previous crop settings arent being flushed from disk. It may be fine during development, but down the road you will probably want to have two or three different smaller resolution versions that you can selectively load.įor this reason, I also would avoid hard-coding that 100 everywhere in your code. ![]() This will use a lot of memory and inflate load times. If you do this, you will have to load very high resolution images on devices that can't take advantage of them. "I should have one set of images for the highest resolution" This is not necessarily true. MCamera.viewportWidth = 25.6f / (float)() * (float)() MCamera.viewportHeight = 25.6f //game screen always 25.6 meters tall It's better to pick a constant height or width (choose based on the type of game you're making) and adjust the opposite dimension based on the aspect ratio of the current screen. ![]() You have one error in setting up your camera: You assume that the screen is always the same aspect ratio, but in reality it will vary. I've test it on real devices with several resolutions and it looks perfect. Regarding (3), the problem is with Genymotion :(, its pixelating the game.
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