Resolution and sprite sizes in 2D OpenGL
For my next 2d project I will be moving from SDL to using textured quads in OpenGL (although I will still be using SDL to setup the window etc).
My question is, how do I go about designing my game to run at different resolutions. Does the sprite image (texture) stretch to fit the quad? Obviously, depending on what resolution the game is run at, the sprite or tile or whatever will have to be a different size, so do I get my artist to draw them at low res and then just scale it up, or do I get the sprite drawn at various resolutions?
I am a bit confused. Any help is appreciated.
Opengl will automagically fit images to quads, streching shrinking bending and rotating as nescessary.
You probably want high-res images which can be shrunken. That way stuff doesn't get too pixely at high resolutions. and it still looks good at low resolutions.
It's also possible to store more than one sprite in a single texture. In my game I load multiple images from one 512x512 file.
You probably want high-res images which can be shrunken. That way stuff doesn't get too pixely at high resolutions. and it still looks good at low resolutions.
It's also possible to store more than one sprite in a single texture. In my game I load multiple images from one 512x512 file.
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