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Author Topic: Handle multiple resolutions and Aspect ratios using OpengL and SFML  (Read 2706 times)

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kurasu1415

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So I am working on a little 2D platformer, and I am looking into how everyone handles multiple resolutions and aspect ratios. For aspect ratios, does everyone just show black bars, or show more of the screen to different ratios? For resolutions, do you just let OpenGL scale your sprite textures, or do you make versions for EVERY resolution?

Thanks!

eXpl0it3r

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Re: Handle multiple resolutions and Aspect ratios using OpengL and SFML
« Reply #1 on: July 27, 2012, 09:36:06 pm »
This completly depends on the game your making.
For some game it's not possible/would be unfair for show more content, for others it might be quite useful.
The scaling of sprites can also be a wanted effect and since it's often easier to do so, instead of creating diffrent sizes and SFML sadly doesn't support native mipmaping. But if you want to always show the sprites at the same size and supporting various resolutions diffrent sizes will make the user happier. ;)
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kurasu1415

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Re: Handle multiple resolutions and Aspect ratios using OpengL and SFML
« Reply #2 on: July 27, 2012, 09:51:06 pm »
I have already planned to make levels so that someone with slightly more screen space won't get any real benefits. I am wondering how many people will actually have a system that has a 4:3 aspect ratio that also plays games, although I suppose the last thing I want to do is NOT support it.

 

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