andyish Posted January 14, 2016 Share Posted January 14, 2016 I've been having some issues assets looking aliased (i think thats the right term) with mobile devices, specifically an s6 and s6 edge which admittedly has a DPI of nearly 600 (devicePixelRatio of 4). I have a scene that i'm scaling so the height of it fits to the height of the screen and so to do this on devices like an s6 i'm scaling it down by about x0.25 which i guess is because the device returns a width and height of 640x360. I've tried using texturePacker and exporting different sizes of assets then adjusting the resolution of the renderer but has no effect. I'm not sure if its because the images that i'm using are too big, however I thought that you are meant to use higher res images on devices with a higher DPI. I've included a couple of screenshots off a device below, i'll try and answer any questions if there are any. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted January 14, 2016 Share Posted January 14, 2016 Nice. Can you please test my library for loading these assets? https://github.com/pixijs/pixi-compressed-textures You have to select "native" resolution, and make @2x @4x or @0.5x @0.25x of it. All game logic must work like you are using "native" resolution Look at "atlasOptions" thing, it allows to select which atlas will be loaded. Quote Link to comment Share on other sites More sharing options...
chg Posted January 14, 2016 Share Posted January 14, 2016 Make sure you're using the LINEAR "scale mode" (rather than NEAREST) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.