Scaling the Display
Hi Guys,
I was wondering, is there a way to scale the entire window using the same assets? We have a pretty cool game but we'd like to be able to scale it (2x would be great). Any ideas?
Thanks,
Jon Leah
Hi Guys,
I was wondering, is there a way to scale the entire window using the same assets? We have a pretty cool game but we'd like to be able to scale it (2x would be great). Any ideas?
Thanks,
Jon Leah
Which version are you using?
With the 0.3.1 version you can use Display.SetOrthoProjection to scale the display.
In SVN head this is somewhere like DisplayLib.Shaders.Basic2DShader.CoordinateSystem.
Unfortunately, there is no current implementation to "unproject" mouse coordinates, so if you are using mouse input you have to manually convert the screen-space pixel coordinates to your coordinate system.
Thanks for the quick reply! My second question is, is there a way to set scale options? We were hoping for a nearest neighbor scale, or at least something more chunky than what this default is.
Thanks!
yeah, for nearest neighbor sampling set the Surface.InterpolationHint to Fastest. Oh, at the moment this is set on a per-surface basis. I have been contemplating moving this to a global setting I don't know if that would be better or worse.
ps. I would love to see screenshots if your game is at that point.
Great, worked like a charm. Thanks!
You can see what it was eight months ago though it's not much. We recently picked the project back up with renewed vigor. We're still looking for an artist and we're actually getting close to hiring one. One of our thoughts was to use an art style with small graphics and then blow them up with old school pixely looks. Might make it slightly easier to find an artist. Or worst-case, make the art ourselves (but nobody wants that :P).
http://forums.tigsource.com/index.php?topic=5787