Re: stageWidth and stageHeight problem?

This is actually something I've been wanting to get an answer on too - what's the official way of working in Retina graphics? In other engines, you ship an additional set of graphics with a @2x extension (and now, a third set with @4x) - how much of that …

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Re: stageWidth and stageHeight problem?

Jon

Jon
Total Posts: 272
Joined: March 08, 2012

This is actually something I've been wanting to get an answer on too - what's the official way of working in Retina graphics? In other engines, you ship an additional set of graphics with a @2x extension (and now, a third set with @4x) - how much of that kind of thing is automated in NME? The ideal solution would be to be able to design and implement a game at the "original" resolution and hot-swap in the graphics in a transparent way - effectively making the game resolution independent.

To answer the original question, my hunch is that leaning on the stage size isn't a reliable marker. In another topic, it was recommended to use stage.dpiScale instead, which will return 2 for a retina-enabled device.

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Posted on April 25, 2012 at 1:16 PM