libgdx - Images pixelated in higher resolutions -


I am developing a game that is using the libGDX framework but I have some problems that give it different proposals Trying to change in I give an example of those problems I have.

I use Scene2D to show a simple menu that contains texture buttons with some texture atlas in the menu (the button texture is 9 patch). In the desktop, the buttons look fine with resolution of 800x480 (even bitmapfonts) but in Android, where I use SetViewport to keep the width (800px), but I measure the height of the aspect ratio, I Pixelated images. I think this is because my mobile high resolution should be scaled to fit the whole step so images can be pixelized. Area.

So, my question is, what is the best way to solve it? How can I support different proposals without seeing pixel art?

What is the Android device tested on? You said that you used 9-patch images until you set them in one shape and then modify your scale (difference between screen resolution and viewport size), this picture-made The results should not be produced. If you do not want any scaling, you should use the width or height of your screen for the viewport and keeping the aspect ratio in it, the other should be calculated. This means that you have to create the size of your object on the runtime based on your new viewport.

There is no way for such problems, so you have to find out which makes your app worthwhile. You can define your button size to the width or height of the screen; Or set them for a fixed price and adjust the space between them; Or combination of both (by making an object partially larger, modify the space between them)


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