luisdemarchi Posted October 3, 2013 Share Posted October 3, 2013 Using createjs: Putting a scale to "shrink" the image is leaving it unconfigured.Look: http://img534.imageshack.us/img534/8790/f9i0.png--I am creating my first educational game with HTML5.I made all the images to a screen of 2024x1200. So I created a canvas "full screen" and do the famous rule of three to discover the new image scale.WidthScreen Original: 2024 pixelsImage Original: 1000 pixelsScreen Actual: 548 pixelsImage View:? pixelsnew width = 548 * 1000/2024; Image scale = new width / original image;Result: http://img534.imageshack.us/img534/8790/f9i0.png APP.mapMain = new createjs.Bitmap(mapMainBitmapTemp); APP.stage.addChild(APP.mapMain); APP.mapMain.x=0; APP.mapMain.y=10; APP.mapMain.scaleY= 0.27734375; APP.mapMain.scaleX= 0.27734375; Quote Link to comment Share on other sites More sharing options...
rich Posted October 3, 2013 Share Posted October 3, 2013 At a guess I reckon this is the result of your massive textures getting crushed by iOS, they look like mipmapping artefacts to me. Put it to the test - resize some of your graphics so they are the actual needed size (548px) and have a look. If they look fine then I suspect it's texture related. Quote Link to comment Share on other sites More sharing options...
luisdemarchi Posted October 3, 2013 Author Share Posted October 3, 2013 At a guess I reckon this is the result of your massive textures getting crushed by iOS, they look like mipmapping artefacts to me. Put it to the test - resize some of your graphics so they are the actual needed size (548px) and have a look. If they look fine then I suspect it's texture related. The problem in this scale. I left the original image width 548pixeis. 1) I applied the scale to decrease more: spoiled.2) I kept unscaled (original) and was perfect. What do I do? I'll have to load various image sizes? Quote Link to comment Share on other sites More sharing options...
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