I thought I'd start a new thread on this as I now think it may be a bug. And it's quite serious as it means many Gideros apps running on Android will chose the wrong graphics set for the most popular Android devices.
My game has logical dimensions 320x480 and
@2x graphics as well as base. I am testing 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. Now in stretch mode, According to
@atilim, Gideros should take the average scaling which is (1.5+1.779)/2=1.6395. Since this is (much) closer to 2 than it is to 1, it should chose the
@2x graphics. However, it chooses the base graphics instead.
This is serious as most Android devices have a resolution roughly as mentioned above so many users will get a sub optimal experience.
Comments
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
I've attached the screenshots:
I will post some screenshots as well to show you what I'm getting.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Check if you provided Logical dimensions in correct order
I solved the problem by simply removing the @1.5x graphics.
So my fault but better if Gideros finds the *best* graphic with no special preference for base, IMO.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
It would be inefficient to recheck every image every time, but as @atilim commented somewhere on the other thread, it will be fixed and will take closest possible and not base image