Jesse Simko wrote:
>If you change the aspect ratio of a SuperSpriteSurface while scaling it, the
>sprites will be stretched and distoreted. But scaling the SuperSpriteSurface
>without changing its aspect ratio works great. (You still might need to call
>"reset" to make it look right.)
>That's why in my game engine, every screen setting conforms to a 4:3 aspect
>ratio.
>--Jesse
That?s a good tip. That matches what I am seeing on my screen. Does that cause
the sprites to also get scaled with the size of the SuperSpriteSurface? I can
see situations where you would want that behavior and situations where you
wouldn?t want it. I imagine if the sprites are scaled you could always iterate
through all of the sprites and change it back to 1 if that is what you are
looking for.
As I was trying to come to grips with this I tried making the
SuperSpriteSurface as large as my largest window size and if I made my window
size smaller, I made sure in code to keep all of the sprites in the visible
portion of the surface. This worked Ok for my simple demo project but may use
up more graphic memory. I am not sure if portions of the surface outside the
window border get culled or not. If you want your sprites scaled you also need
to do that in code as well, to match the new window size.
Thanks, Jim
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