[quote]You wouldn't use crop mode for that - you'd either turn the browser fullscreen option off entirely (so the canvas is just centered in the page), or use a scale mode, possibly with letterbox.[/quote]
Yes, if that's all you were doing then I agree with you, but I think you missed the point. I am suggesting that the crop mode with frame clipping works in all environments, from the small scale up to the large.
[quote]Generally you should not use crop mode on mobile. Consider the iPad 2 and iPad 3, both which have the same size physical screen but one is double the resolution of the other. Using crop mode all your sprites will appear half as big on the iPad 3, and show twice as much of the layout, which is probably unwanted.[/quote]
I'd have to disagree. Common practice in the mobile dev world is to not upscale images but to hand-produce various versions of the images at different resolutions. Upscaling the level so that its an integer multiple is good but its not the same thing as producing multiple versions and cropping the window to fit. This multiple versions approach obviously yields a maximum and minimum resolution. While its probably safe to assume that the lower limit is sensible, I don't think that its right to assume an upper limit. Given that this is a no-scale option, you would just want the frame to center itself in the window. Clipping around the frame provides a one size fits all solution.
The point about wrapping, that is a fair point I guess, but isn't it just that? It's wrapping the frame. Its rendering contents that are inside the frame, you have just wrapped it around. That doesn't mean you are rendering contents outside the frame, you are rendering contents inside a virtual frame.
I can see the point in wanting to be able to control the entire canvas. I don't understand why you have chosen to call it "crop" mode.mcduck2012-06-09 12:54:31