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Improportionate scale..! (Perhaps vector to raster?) #49
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If that is too much to ask then please tell me of a way to scale down my assets in order to support other resolutions (Android devices) with different width and height scale factors. Having one generic scale factor does not work so well for me. |
Hi, you set dbswf texture scale like this |
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you mast get scale ratios youself, and set the scaleForTexture |
Yes but don't you see? Even setting the correct scaleForTexture will not do, because it scales down proportionally and that is not always wanted. I want to be able to scale all the textures unproportionally like so: |
Ok since flash sprites are already Vectors, why don't you guys take advantage of that and just create the correct size Texture Atlas during runtime, depending on the width and height the user provides you (which might be different from device to device?)
Pretty much what DMT does for static sprites. Its open source and you can perhaps borrow some code, Gil has done a fantastic job on it.
It would be great if it worked like this:
var factory:StarlingFactory = new StarlingFactory();
factory.parseData(loader.content, screenWidth, screenHeight); //create the correct size Texture atlas during RunTime like Dmt does.
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