point interpolation sampling for the window object

New releases and general discussions.

Post » Wed Jan 07, 2009 7:41 pm

[quote="Ashley":33nvqzo0]That would keep the window at 100% zoom. If you deliberately want the display stretched, and the runtime is drawing a screen one size and the window is another size, DirectX always linear-filter stretches the drawn screen to the window size. This could be worked around by always drawing at the same size the window is, but then doing some manual stretching somewhere in the rendering process.[/quote:33nvqzo0]

so ash are you saying a simple 2x doubling is implmentable? as an app property lets say?
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Post » Wed Jan 07, 2009 8:11 pm

Maybe, but it's a reasonable amount of coding when it works fine with unbounded scrolling enabled and the display zoomed to 200%.
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Post » Wed Jan 07, 2009 8:50 pm

even with all this im still catching abit of scewing.
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Post » Thu Jan 08, 2009 1:18 am

me and deadeye were experimenting with this and the solution with unbounded scrolling does'nt work. the black bars at the top and left cannot be eliminated when zooming a 320x240 to 640x480 even with unbounded scroling enabled. also, we were experiencing sprites randomly disappearing for no apparent reason. ill post the cap as soon as i get back onto my other pc.

[quote="Ashley":3roktvos]Maybe, but it's a reasonable amount of coding when it works fine with unbounded scrolling enabled and the display zoomed to 200%.[/quote:3roktvos]

it doesnt work fine :( i feel this kind of feature is important, construct should support as many resolutions as possible. zooming is a workaround, but a real res change would be needed. creating a large game with said workaround is difficult and ineffecient. zooming is great for short effects, but a full game should not be dependant on it.
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Post » Thu Jan 08, 2009 1:45 am

I just made an example, but realised there's a small change in the file format in 0.98.4, and it won't load in 0.98.3 if I upload it... beh. Still, unbounded scrolling with Start of Layout - set Zoom to 200, 200 was working just fine. I'll wait until you upload a .cap.

What's inefficient and difficult about creating a large game with the workaround I suggested? You only need one setting and one action, and you never need to touch it ever again, for the rest of the game!
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Post » Thu Jan 08, 2009 2:29 am

[quote="Ashley":1we0lhi9]I just made an example, but realised there's a small change in the file format in 0.98.4, and it won't load in 0.98.3 if I upload it... beh. Still, unbounded scrolling with Start of Layout - set Zoom to 200, 200 was working just fine.[/quote:1we0lhi9]

Here's the .cap Davioware mentioned, we were doing it exactly as you described:

http://willhostforfood.com/files3/9756073/wonky.cap

And here's a screenshot of what it's doing in case it actually is working fine for you:



What's happening is:
1. The black bars
2. Tiled BG objects disappearing when they get near the edge of the screen
3. The pink sprite with 8Dir on it doesn't show at all
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Post » Thu Jan 08, 2009 3:11 am

Ah, you need to make the layout at least as big as the window. Make the layout 640x480 and it works fine. When you make the layout smaller than the window the runtime tries to do "put a border around the layout because it's smaller" but this doesn't factor in zooming... hmmm... basically, it's broken if the layout is smaller than the window. :-\
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Post » Thu Jan 08, 2009 9:35 pm

[quote="Ashley":3sprkhup]Make the layout 640x480 and it works fine.[/quote:3sprkhup]
Indeed. So this is an infinite universe?


[quote="Ashley":3sprkhup]0.98.4[/quote:3sprkhup]
Don't tease. That's mean.
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