Blur on retina resolution

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wilco
Prole
Posts: 11
Joined: Sun Jun 21, 2020 8:51 am

Blur on retina resolution

Post by wilco »

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:
Screenshot 2020-07-26 at 19.57.33.png
Screenshot 2020-07-26 at 19.57.33.png (523.61 KiB) Viewed 2922 times
"normal" resolution:
Screenshot 2020-07-26 at 19.57.52.png
Screenshot 2020-07-26 at 19.57.52.png (109.78 KiB) Viewed 2922 times
Attachments
Screenshot 2020-07-26 at 19.57.33.png
Screenshot 2020-07-26 at 19.57.33.png (523.61 KiB) Viewed 2923 times
Screenshot 2020-07-26 at 19.57.52.png
Screenshot 2020-07-26 at 19.57.52.png (109.78 KiB) Viewed 2924 times
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slime
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Re: Blur on retina resolution

Post by slime »

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")).
wilco
Prole
Posts: 11
Joined: Sun Jun 21, 2020 8:51 am

Re: Blur on retina resolution

Post by wilco »

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.
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