Maybe I'm doing something wrong ... But this behavior is very similar to a bug
Use case 1:
1. Logical dimensions 400x640
2. Image Scales suffix
@2x -> scale 2
2. All backgrounds size 400x640
3. Additional backgrounds with size 800*1280
Result: small textures are used in the resolutions 240*320, 240*400, 320*480, 320*568, 360*640, 480*800, 480*854, 540*960, 600*800
big textures are used in the resolutions 600*1024, 640*960, 640*1136, 720*1280, 768*1024, 768*1366, 800*1280, 1080*1920, 1536*2048
Everything is fine!
Use case 2:
1. Logical dimensions 800x1280
2. Image Scales suffix @0.5x -> scale 0.5
2. All backgrounds size 1280*800
3. Additional backgrounds with size 400*640
Result: bigger textures are used for any screen resolution :-(
Comments
What scaling mode do you use?
If I set the device resolution to match logical resolution only then I start seeing smaller images and with any resolution higher, so it maybe like the scale ratio gets rounded or something like that.
Reporting it
Likes: SinisterSoft, seppsepp
I've same the problem
I put here my code test: https://github.com/HubertRonald/GiderosScalesTest
In my case I eliminated @half --> 0.5 when I chose Retina display on iPhone and I resolved this issue.
But I knew when I was thinking to launch my app on Android, I should take this issue again. :-?
Likes: seppsepp
[-] Liasoft