I noticed a bit of an anomaly compared to @atilim's comments above. My game has logical dimensions 320x480 and I am running on resolution 480x854 in the simulator using stretch mode. That's a scaling of 1.5 in the x-direction and 1.779 in the y-direction (as mentioned above). Now in stretch mode, Gideros should take the average scaling which is (1.5+1.779)/2=1.6395. Since this is closer to 2 than it is to 1, it should chose the @2x graphics. However, it chooses the base graphics instead.
This is a bit of a problem for me as I'd MUCH prefer Gideros to use the @2x graphics for devices near to 480x854. Is this a bug? I am using 2012.9.10
Well it should be able to load any suffixed image even without base image, but you would have to delete/remove unneeded images from your project yourself
This would be GREAT for us game, if you do it, many thanks!
We have some crazy animations, that if we are forced to use @4 we might end with 4096x4096 texture atlas (that as you can imagine, most devices won't handle very well).
Comments
This is a bit of a problem for me as I'd MUCH prefer Gideros to use the @2x graphics for devices near to 480x854. Is this a bug? I am using 2012.9.10
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Interesting again what is going on
Dislikes: OZApps, phongtt
I REALLY, REALLY, REALLY want it to load @2 when @4 is not available instead of just base image.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
http://www.giderosmobile.com/forum/discussion/4157/serious-issue-with-sound-channels-on-gideros-for-ios/p1
We have some crazy animations, that if we are forced to use @4 we might end with 4096x4096 texture atlas (that as you can imagine, most devices won't handle very well).