Jump to content
  • Advertisement
Sign in to follow this  
mcguile25

Handling different resolutions

This topic is 4669 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have a display settings dialog that comes up when my game runs allowing the user to pick their desired screen resolution. I'm wondering what is the easiest way to handle font sizes for all possible screen resolutions. Right now, I am just using 12 pt font, so it looks good on my res of 1024x768 but when I go up or down it's smaller or bigger. And this makes some of my menu items go off screen or way too small to read, etc. I tried using the DX framework's DrawTextScaled function, but the output quality is pretty bad. Should I just use different point sized fonts with different resolutions or is there a better/easier way? Thanks!

Share this post


Link to post
Share on other sites
Advertisement
You could render your GUI to a virtual resolution of 1024x1024 or something like that, and then scale it (the rendered bitmap) proportionally to your screen res.
i.e. scale the rendered text as well, it should look good enough.

Or use the font that best suits the resolution, like you suggested. But it's difficult for artists (I think) to design a GUI that dynamically change font size.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!