Hi, i’ve been playing around with sdl and i’m having a little trouble finding
out how to support retina screens on either iOS or mac. What i’m used to is
just having two different versions of the same image: A normal one and a @2x
one. However, i’m not really sure how it works using sdl 2.0.
Using my retina macbook when I create a window with dimensions of 500 * 500
it creates a window that is really 1000 * 1000 which is fine but all images
are scaled up and look pixely.
SDL doesn’t fully support Retina / HighDPI in OS X or Windows yet: https://bugzilla.libsdl.org/show_bug.cgi?id=1934
I’m not sure how it’s handled in iOS though.On 2013-08-31, at 9:55 PM, Eamonn <eamonn.laffey at gmail.com> wrote:
Hi, i’ve been playing around with sdl and i’m having a little trouble finding
out how to support retina screens on either iOS or mac. What i’m used to is
just having two different versions of the same image: A normal one and a @2x
one. However, i’m not really sure how it works using sdl 2.0.
Using my retina macbook when I create a window with dimensions of 500 * 500
it creates a window that is really 1000 * 1000 which is fine but all images
are scaled up and look pixely.
Hi, i’ve been playing around with sdl and i’m having a little trouble finding
out how to support retina screens on either iOS or mac. What i’m used to is
just having two different versions of the same image: A normal one and a @2x
one. However, i’m not really sure how it works using sdl 2.0.
Using my retina macbook when I create a window with dimensions of 500 * 500
it creates a window that is really 1000 * 1000 which is fine but all images
are scaled up and look pixely.