drawTiles VS display tree list for scaling/smoothing

Hello. Our current game is 1024*768. We need to support lower resolutions for Android devices. The assets in our game are all bitmaps and we use a balance of drawTiles and the standard display list for drawing assets. If we scale down our main conta…

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drawTiles VS display tree list for scaling/smoothing

rat4sale

rat4sale
Total Posts: 9
Joined: June 19, 2012

Hello.

Our current game is 1024*768. We need to support lower resolutions for Android devices. The assets in our game are all bitmaps and we use a balance of drawTiles and the standard display list for drawing assets.

If we scale down our main container MovieClip any assets drawn using drawTiles scales and smooths.
(Hardware is using Bilinear filtering)

Any bitmap that has been added to the display list scales down fine but does not apply any smoothing.
(Not sure how hardware is rendering these bitmaps)

My questions are.

1. Is it possible to apply smoothing to the display list bitmaps? or does the rendering procedure for display list bitmaps forbid this?

if not...
2. Would it be feasible to use drawTiles for all my bitmap rendering (bearing in mind we have a lot of large bitmaps 1024*768 that do not transform/rotate or scale?

if not...
3. Would it be best to create new versions of all the bitmaps, scaled down and transform there x and y points depending on the resolution your targeting?
(This would create multiple builds using different resolutions, so you'd have to target specific devices)

I hope this all makes sense!

Thanks,

Graeme

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Posted on July 18, 2012 at 5:47 AM

Philippe

Philippe
Total Posts: 261
Joined: September 08, 2011

Re: drawTiles VS display tree list for scaling/smoothing

bitmap.smoothing = true;

Posted on July 18, 2012 at 6:33 AM

rat4sale

rat4sale
Total Posts: 9
Joined: June 19, 2012

Re: drawTiles VS display tree list for scaling/smoothing

I am a moron.

Thankyou.

Posted on July 18, 2012 at 7:21 AM