Android fullscreen stretching

Is there a way to have stretching of my application in order take the whole
screen when using the android port of SDL 2?

Can you be more specific? And more importantly, how are you drawing
stuff on screen: using SDL rendering functions or OpenGL?

2013/3/5, Dimitris Zenios <dimitris.zenios at gmail.com>:> Is there a way to have stretching of my application in order take the whole

screen when using the android port of SDL 2?

i am using the rendering api to draw a texture to the screen.I want this
texture to take the whole space of the available screen in android.If i
create a window of 800x600 and android creates a native surface of 1024x768
i want the window to take the whole screen.On Tue, Mar 5, 2013 at 11:08 PM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:

Can you be more specific? And more importantly, how are you drawing
stuff on screen: using SDL rendering functions or OpenGL?

2013/3/5, Dimitris Zenios <@Dimitris_Zenios>:

Is there a way to have stretching of my application in order take the
whole
screen when using the android port of SDL 2?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Check SDL_RenderSetLogicalSize. It takes three parameters: the
renderer handle, the width and the height. So basically do this:

SDL_RenderSetLogicalSize(renderer, 800, 600);

Then you can render like the screen is 800?600 and not worry about it
(just don’t expect drawing operations to be pixel perfect due to
coordinates being scaled).

2013/3/5, Dimitris Zenios <dimitris.zenios at gmail.com>:> i am using the rendering api to draw a texture to the screen.I want this

texture to take the whole space of the available screen in android.If i
create a window of 800x600 and android creates a native surface of 1024x768
i want the window to take the whole screen.

On Tue, Mar 5, 2013 at 11:08 PM, Sik the hedgehog < @Sik_the_hedgehog> wrote:

Can you be more specific? And more importantly, how are you drawing
stuff on screen: using SDL rendering functions or OpenGL?

2013/3/5, Dimitris Zenios <dimitris.zenios at gmail.com>:

Is there a way to have stretching of my application in order take the
whole
screen when using the android port of SDL 2?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Er wait, I think I misunderstood, you mean the drawing area you get is
800?600 and doesn’t cover the entire screen, or that you get a
1024?768 drawing area?

2013/3/5, Sik the hedgehog <@Sik_the_hedgehog>:> Check SDL_RenderSetLogicalSize. It takes three parameters: the

renderer handle, the width and the height. So basically do this:

SDL_RenderSetLogicalSize(renderer, 800, 600);

Then you can render like the screen is 800?600 and not worry about it
(just don’t expect drawing operations to be pixel perfect due to
coordinates being scaled).

2013/3/5, Dimitris Zenios <dimitris.zenios at gmail.com>:

i am using the rendering api to draw a texture to the screen.I want this
texture to take the whole space of the available screen in android.If i
create a window of 800x600 and android creates a native surface of
1024x768
i want the window to take the whole screen.

On Tue, Mar 5, 2013 at 11:08 PM, Sik the hedgehog < @Sik_the_hedgehog> wrote:

Can you be more specific? And more importantly, how are you drawing
stuff on screen: using SDL rendering functions or OpenGL?

2013/3/5, Dimitris Zenios <dimitris.zenios at gmail.com>:

Is there a way to have stretching of my application in order take the
whole
screen when using the android port of SDL 2?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

Managed to fix it.Thanks a lotOn Tue, Mar 5, 2013 at 11:56 PM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:

Er wait, I think I misunderstood, you mean the drawing area you get is
800?600 and doesn’t cover the entire screen, or that you get a
1024?768 drawing area?

2013/3/5, Sik the hedgehog <sik.the.hedgehog at gmail.com>:

Check SDL_RenderSetLogicalSize. It takes three parameters: the
renderer handle, the width and the height. So basically do this:

SDL_RenderSetLogicalSize(renderer, 800, 600);

Then you can render like the screen is 800?600 and not worry about it
(just don’t expect drawing operations to be pixel perfect due to
coordinates being scaled).

2013/3/5, Dimitris Zenios <@Dimitris_Zenios>:

i am using the rendering api to draw a texture to the screen.I want this
texture to take the whole space of the available screen in android.If i
create a window of 800x600 and android creates a native surface of
1024x768
i want the window to take the whole screen.

On Tue, Mar 5, 2013 at 11:08 PM, Sik the hedgehog < sik.the.hedgehog at gmail.com> wrote:

Can you be more specific? And more importantly, how are you drawing
stuff on screen: using SDL rendering functions or OpenGL?

2013/3/5, Dimitris Zenios <@Dimitris_Zenios>:

Is there a way to have stretching of my application in order take the
whole
screen when using the android port of SDL 2?


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org