Sign in to follow this  
proanim

scaling sprites

Recommended Posts

proanim    455

I remember playing F.E.A.R. when it came out, at the time this was not an issue but later when I was able to play at higher resolutions, I noticed that GUI was smaller and smaller on higher resolutions and fonts were scaled up (they were TTF font (I think) after all). I didn't notice this in other games, and I know there is a way to avoid this. How exactly should this be handled regardless of game? If I have a sprite that that has certain dimensions how can I make it cover same amount of screen on all screen resolutions?

Share this post


Link to post
Share on other sites
FLeBlanc    3141

Either scale it, or provide multiple versions for the different resolutions. Or use vector art (which is how a font is able to scale) for which scaling is well-supported.

Share this post


Link to post
Share on other sites
proanim    455

When rescaling sprites can lose fidelity, I don't want that. Which format can be used for vector art so it is usable with OpenGL or SDL?

Share this post


Link to post
Share on other sites
Khatharr    8812

There are several methods for dealing with sprite scaling (mipmapping and filtering immediately spring to mind).

 

Switching to vector graphics is a pretty significant change in your graphics design. Just be aware that it's not your only option.

Share this post


Link to post
Share on other sites
rishflab    109

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?

Edited by rishflab

Share this post


Link to post
Share on other sites

Sometimes, yes - depending on the details of the image itself. Also, it depends on what kind of scaling algorithm you use.

If it's a simple GUI element, it probably won't look too bad.

 

You could always make a high res one, save it. Resize it using a good algorithm in your image editor, manually correct any mistakes, save it as a Mid-res version. Repeat for the low-res one. Then just use the closest match, and add more versions between high, mid, and low, if needed.

 

But at that point, you might as well use a vector image - and use your vector image editor to generate the various resolutions of the image for you, and then ship the various images, but not the vector image itself, with your program.

Share this post


Link to post
Share on other sites
Aldacron    4544
FYI, if you are using the rendering API in SDL2, there is a function SDL_RenderSetLogicalSize which allows you to program to a fixed resolution no matter the resolution of the display window. The entire output is scaled by the hardware (assuming the D3D or OpenGL renderer). This is a painless alternative to handling SVGs. I'm using it to good effect in a game I'm working on right now. It's a low-res game, so I'm rendering to an 800x600 logical size. For high-res graphics, you'd want to render to a higher logical resolution that would then be scaled down. I don't know for sure what sort of effect it would have on quality in that case, but it would certainly be worth looking into before going all SVG and scaling individual images.

Share this post


Link to post
Share on other sites
proanim    455

SDL2 isn't ready yet there is some better stuff in it, but I would still like to avoid it until it is officially released. I can scale my sprites using streching which appears to have good effect when downscaling. So, any advice on how can I calculate how much I should resize the sprite depending on screen resolution, so it covers 'the same' amount of screen? The problem that I currently see is that I can't exactly tell if the sprite is scaled up enough. I am currently testing with 640x480 and 800x600 resolutions.

Share this post


Link to post
Share on other sites

FYI, if you are using the rendering API in SDL2, there is a function SDL_RenderSetLogicalSize which allows you to program to a fixed resolution no matter the resolution of the display window. The entire output is scaled by the hardware (assuming the D3D or OpenGL renderer). This is a painless alternative to handling SVGs. I'm using it to good effect in a game I'm working on right now. It's a low-res game, so I'm rendering to an 800x600 logical size. For high-res graphics, you'd want to render to a higher logical resolution that would then be scaled down. I don't know for sure what sort of effect it would have on quality in that case, but it would certainly be worth looking into before going all SVG and scaling individual images.

 

I'm not familiar with SDL2, but SFML has something similar (using 'views'), and is an awesome by-product of the nature of the 3D APIs which SDL2 and SFML are built upon.

While nice and useful for most things (the game content itself)... if you use it with your GUI, still have to take into account the *ratio* of the resolution, or your GUI can get stretched in ways you don't want.

 

SDL2 isn't ready yet there is some better stuff in it, but I would still like to avoid it until it is officially released. I can scale my sprites using streching which appears to have good effect when downscaling. So, any advice on how can I calculate how much I should resize the sprite depending on screen resolution, so it covers 'the same' amount of screen? The problem that I currently see is that I can't exactly tell if the sprite is scaled up enough. I am currently testing with 640x480 and 800x600 resolutions.

 

The cheap and easy way is to use percentages (well, 0.0 to 1.0). If the GUI element is 20 pixels of a 800 pixel wide screen, that's 0.025f the screen. So for a 1024 wide screen, you might resize it to 26 pixels wide (1024 * 0.025 = 25.6). Bu you also want to keep the the element from being stretched out of it's shape, so you need to calculate the width of the element relative to it's height, then multiply.

float guiElementRatio = (NormalElementHeight / NormalElementWidth);
float elementRelativeWidth = (NormalElementWidth / NormalScreenWidth);

int currentElementWidth = (CurrentScreenWidth * elementRelativeWidth);
int currentElementHeight = (currentElementWidth * guiElementRatio);

I was resizing the elements based on the width of the screen - in retrospect, resizing the elements based off of the height of the screen is a better solution.

 

Anyway, you can do the same with the element's position. As mentioned, this is the cheap and easy way - a more difficult but superior solutions also have the elements morphing in the content they show, as more screen space becomes available or scarcer.

Edited by Servant of the Lord

Share this post


Link to post
Share on other sites
Aldacron    4544

While nice and useful for most things (the game content itself)... if you use it with your GUI, still have to take into account the *ratio* of the resolution, or your GUI can get stretched in ways you don't want.

SDL's implementation will also take care of this for you. From the function documentation:

This function uses the viewport and scaling functionality to allow a fixed logical
resolution for rendering, regardless of the actual output resolution. If the actual
output resolution doesn't have the same aspect ratio the output rendering will be
centered within the output display.

As I said, I'm using it to good effect.

SDL2 isn't ready yet there is some better stuff in it, but I would still like to avoid it until it is officially released.

It's perfectly usable now. I've been using it for just about a year without any hassle at all. There's an occasional API change, but nothing drastic or difficult to keep up with. I can't imagine going back to 1.2. Do what works for you now, but I would definitely recommend giving SDL 2 a look over 1.2 for your next project whether it's officially released or not.

I can scale my sprites using streching which appears to have good effect when downscaling. So, any advice on how can I calculate how much I should resize the sprite depending on screen resolution, so it covers 'the same' amount of screen? The problem that I currently see is that I can't exactly tell if the sprite is scaled up enough. I am currently testing with 640x480 and 800x600 resolutions.

One way is to work with percentages. You pick a target resolution and the sprite size you want to show at that resolution becomes your 100% base. Then, as you scale the resolution down, you scale the sprite by a percentage relative to difference in resolutions. You'll have to account for aspect ratio in your calculation to avoid stretching.

Another approach is to preconfigure a scale factor for different resolutions. Implement some test code to manually cycle through different scale factors at different resolutions to see which look best. Save those off into an array/config file/script and at game startup or on resolution change, pick the appropriate value and use it as a global scale factor. If taking this route, you'll likely want to combine it with the percentage-based approach to cover the case when the user configures a resolution you didn't anticipate.

Share this post


Link to post
Share on other sites
Tispe    1468

You can render UI to a texture. So you can have a UI texture 1024x1024 in size regardless of the size of the rendered scene. Your UI will then be downsampled to fit a scene less then 1024x1024 in size and upsampled to a scene larger then 1024x1024 in size.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this