I have a mac book and usually run it in a non retina resolution (keeps the GPU nice and cool).
Today I turned set it to a retina (high dpi) resolution and suddenly my game was blurred...
Setting highdpi doesn't seem to do (solve) anything... any idea how to fix this?
Retina:
"normal" resolution:
Blur on retina resolution
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- slime
- Solid Snayke
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Re: Blur on retina resolution
Setting highdpi to true should work. If you use love.window.setMode you'll need to set it there as well.
For pixel truetype fonts, you may also want to use mono hinting (love.graphics.newFont(filename, size, "mono")).
For pixel truetype fonts, you may also want to use mono hinting (love.graphics.newFont(filename, size, "mono")).
Re: Blur on retina resolution
Hi slime thanks for the reply.
I figured it out.
I mistakenly initiated some assets before onload, but in onload I set the default filtering so the filtering was never applied to those assets. It is strange though that it worked on a non retina resolution...
For the fonts I also had to set the dpiscale, but I had to set it to 1? I would have expected I had to set it to love.graphics.getDPIScale...
And like you said setting font hinting was also needed.
The highdpi setting it self does not seem to do anything, probably because I use low resolution images and use the push library to upscale the graphics.
Any way it works now.
I figured it out.
I mistakenly initiated some assets before onload, but in onload I set the default filtering so the filtering was never applied to those assets. It is strange though that it worked on a non retina resolution...
For the fonts I also had to set the dpiscale, but I had to set it to 1? I would have expected I had to set it to love.graphics.getDPIScale...
And like you said setting font hinting was also needed.
The highdpi setting it self does not seem to do anything, probably because I use low resolution images and use the push library to upscale the graphics.
Any way it works now.
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