Hi, guys!
I’m an indie mobile game developer (Android and Windows Phone). My problem is I always work with many screen sizes (spec Android). I always choose a logical resolution (ex 1289x720) and work with it, then render it to real screen (ex 800x480) with some options: Stretch, Uniform, Uniform To Fill. After moved to SDL, I used Cocos2d-x and Wave Engine, they support all types of fill. When I tried SDL on Windows Phone 8 (my device is 1280x720), I tried to create a window with size is 800x480 and flag SDL_WINDOW_FULLSCREEN, but render area I was got always is 1280x720 (real device size). So, how can I create a render area with logical size as i want?
I has an idea : I will create a render target with size equal logical size, draw all things to it, then draw it to real screen with scale and translate. But, I worry about performance, because the game can be has many thing like: Background, bullet, particles… Is my idea possible??? How performance cost when use render target (ex GUI System)?
I’m so sorry if I post to wrong mail-list, but I can’t post thread, reply or sen private message on 4r. My 4r acc can be blocked, I create it few hours ago.
Thanks alot!