![]() ![]() If (Math.abs(scalePixelsDiff - fullscreenPixels) < bestPixelsDiff)īestPixelsDiff = Math.abs(scalePixelsDiff - fullscreenPixels) Var scalePixelsDiff:uint = 800 * scale * 480 * scale ![]() Var bestTexturesScale:Number = SUPPORTED_TEXTURE_SCALES įor each (var scale:Number in SUPPORTED_TEXTURE_SCALES) Var bestPixelsDiff:uint = uint.MAX_VALUE Log.info(" Fullscreen resolution: " + fullScreenWidth + "x" + fullScreenHeight) Var fullscreenPixels:uint = fullScreenWidth * fullScreenHeight Log.info(" Native stage's content scale factor: " + ) Log.info(" Finding recommended textures scale for current screen.") Okay, so now I can properly compute the best textures scaling by doing: public static function computeRecommendedTexturesScaleFromScreen():Number Joshtynjala Thanks Josh! You're right, contentsScaleFactor is right when high is set □ ![]()
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