I'm working through getting retina support for my game. I'd like to have the capability of running fullscreen with both a regular and borderless experience. The problem is love.window.getPixelScale() returns 1 when the fullscreen type is set to normal and running on a retina display.
Is this intended or am I missing something? It's very possible that I'm misunderstanding how retina capabilities are supposed to be integrated.
Fullscreen Type "Normal" and Retina Pixel Scale.
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- slime
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Re: Fullscreen Type "Normal" and Retina Pixel Scale.
I don't think SDL's Mac OS X code for enumerating display modes supports getting retina display modes right now, so there's currently no way to have high-dpi mode enabled when in exclusive fullscreen on a Retina display.
I might take a look at that code and see if I can implement that in SDL tomorrow, but it'd still have to wait for the next LÖVE version (probably 0.10.0) to be released, which may be a while.
I might take a look at that code and see if I can implement that in SDL tomorrow, but it'd still have to wait for the next LÖVE version (probably 0.10.0) to be released, which may be a while.
- Jasoco
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Re: Fullscreen Type "Normal" and Retina Pixel Scale.
Personally I'd just drop normal mode completely and embrace the awesomeness of Desktop fullscreen mode. Especially on OS X where it's amazingly amazing. (Fullscreen spaces for the win!)
Re: Fullscreen Type "Normal" and Retina Pixel Scale.
Thanks for the clarification! I'll just go with borderless for now.
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