Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 26 Jan 2013
Offline Last Active Feb 06 2013 04:25 AM

Posts I've Made

In Topic: scaling 2d bitmaps for multiple resolution support

29 January 2013 - 04:20 AM


what's the difference if you scale your bitmaps to a different resolution than they are made or if some output or TFT hardware does the scaling? most TFTs will scale anyway if you dont render in their native resolution. this means, if you scale from your native 1920x1080 to a user decided 1280x720 and then it's running on a notebook with 1440x900, the image will be scaled twice. it might be better if you always setup this one resolution your assets are made for, and the display scales it to whatever resolution it's natively using.

so say if i set my native resolution as some really high and scale down will the scaled version look terrible? scaling up makes things look terrible. is this the same case as scaling down?

In Topic: scaling 2d bitmaps for multiple resolution support

26 January 2013 - 10:21 PM


Im making a 2d multiplayer PC game. It is very important that I am able to support multiple resolutions while keeping it fair for everyone.



portal is a 3d game. 3d game graphics are represented using points in space and equations kind of like vector graphics and can be scaled without any quality loss. If I were to draw my sprites for 1366x768  and scale to fit higher resolutions such as 1920x1080 and 1600x900,there would be reduction in image quality because the scaling algorithm will have to do some guesswork to essentially fill in the blanks.






I am wondering if however drawing sprites for say a hypothetical 3940x2160 resolution display and downscaling them to fit the required resolutions would result in negative effects on the image quality?

In Topic: scaling sprites

26 January 2013 - 10:17 PM

I have a similar question to OP ( see my thread http://www.gamedev.net/topic/637864-scaling-2d-bitmaps-for-multiple-resolution-support/)


What happens if I draw all my sprites at really high resolution and scale them down to fit all the required resolutions? Will this result in negative effects on image quality?