An area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered

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1answer
56 views

ScreenSize vs. WorldSize

While programming a game with LibGDX, I came across a problem. My OrthographicCamera wasn't centering in the right place. I was trying to center the camera by using the line of code: ...
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1answer
33 views

How to split a screen in half using LibGDX without scaling?

I am currently working on a racing game with libGDX and I need to split the screen in half for a two-players mode. (Player 1 in first half and Player 2 in second half). I already have Camera1 that ...
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0answers
22 views

TiledMap Safe Area for different screen resolutions

I'm creating a Tower Defense game using libGDX (w/ scene2d) and TiledMap. I've been reading extensively about viewports and how I can better manage various screen sizes. I want my Tiled Map to take ...
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0answers
14 views

Android Studio:ive desing my game to fit 1080*1920.how to scale it to different sizes? [duplicate]

all the bitmaps in my app are scaled for 1080*1920,so when i run my game on a smaller or larger screen it breakes...i know i can manually scale each one of the values to fit the screen size,but it ...
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3answers
65 views

LibGDX - Trying to make a radar-like display

i have an interesting question about geometry. I have two or more moving objects outside of my stage's viewport (blue and red circle in the image below), which i want to point at with two arrows on ...
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1answer
29 views

I can't center my actors with ExtendViewport, Libgdx

I'm making a level select screen and I need use ExtendViewPort (I can't use Fit for other reasons), but this viewport moves my actors to the left, I need center them. I put X and Y position ...
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0answers
42 views

Create custom UE4 editor viewport and display meshes?

I want to create a custom viewport (to edit UVs). I looked at SStaticMeshEditorViewport and FStaticMeshEditorViewportClient. I made a Viewport which inherits from SEditorViewport, and a ViewportClient ...
0
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1answer
14 views

How to refresh Unreal Editor Viewport when dragging a spinbox (FModeToolkit)?

The viewport of my custom EdMode does not update while I drag a spinbox (which is in a custom FModeToolkit). In fact, MyCustomEdMode::Render() is not even called (while the spinbox). How can I ...
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0answers
35 views

Stretch Textures to screen width and height with StretchViewport

I have an orthographic camera that have viewportWidth = 540 and viewporHeight = 960. My backgrund texture is 1080x1920 pixels. How can i resize the texture to fit the camera using a StrechViewport. ...
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1answer
35 views

GlViewport-code doesn't work in one specific screen?

I am currently working on a small game using LibGDX and Java. However, I have found one oddly specific problem. I want the game to resize so that it never has to be cropped and so it never has to cut ...
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0answers
30 views

libGDX - “Hosting” a Viewport inside of a Scene2d Window

I am making a game using libGDX. I am trying to build some tools to use while developing my game, things like a scene editor or a scripting console. The tools are Scene2d widgets which I have in a ...
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1answer
39 views

Vertically mirroring the screen in LibGDX

I'm developing a game in which the screen layout is different for right and lefty players, so i'll put a button in it to mirror the screen vertically. For displaying textures and fonts, i use a ...
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vote
1answer
77 views

2D sunrise in Unity

I see a lot of guides on how to create sunrise in 3D space, but I can't find much information on how to do it in 2D. In 3D, you rotate a lightsource around itself, but in 2D, I need to move the object ...
2
votes
1answer
49 views

Scalling down libgdx game to fit a smaller screen appears only the half of the stage?

Hello I have made a game in 1280x720, but I want it to fit devices with smaller size, so far no luck with the current code it only shows the left half of the screen, it also does not work with bigger ...
3
votes
1answer
80 views

LibGDX Overlay Game with Stage

I have been working on a 2d game that is similar to billiards/pool. I've got the basic game down and now I'm working on some visual effects. One of the things I would like to do is have have numbers ...
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0answers
20 views

Unwanted Pawn spawn at viewport location

I made pawn Blueprint which I control its rotation with my keyboard. I assigned it to a new game mode then I assigned the latter as the default game mode, then I created a top down camera and made it ...
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0answers
35 views

Scene2D viewport affects all other cameras despite having a separate one

I have two cameras initialized as such: val mainCamera: OrthographicCamera by lazy { OrthographicCamera(WIDTH * ZOOM, HEIGHT * ZOOM) } val guiCamera: OrthographicCamera by lazy { ...
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votes
2answers
162 views

How far back should I move my camera to fit a given GameObject in frame?

In Unity with C#, I want to calculate the minimum distance that my perspective camera has to be from a given GameObject (a procedurally generated mesh), so that the object is fully framed by the ...
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2answers
101 views

LibGDX: Content appears stretched although I'm using a ScreenViewport

I just fixed another issue regarding the scaling inside a ScreenViewport. And yet another problem arises: If I'm understanding the wiki correctly, a ScreenViewport does not scale or stretch the ...
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vote
1answer
114 views

Why does Unity not detect my camera attached via the inspector?

I want to use camera.ViewportToWorldPoint() to show the bottom center bounds of my screen. So, I created a script and added that component to my object that needs it. using UnityEngine; using ...
2
votes
1answer
82 views

Viewport and Camera setting

For my first game in LibGDX and Android I got a Problem: I have a background picture which is 2560px * 720px. The screen is 1280 * 720. How do I have to set the viewport and camera in order to get ...
0
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1answer
41 views

Viewport and debug session

I define and set viewport using this piece of code: D3D11_VIEWPORT viewport; viewport.Width = (FLOAT)pBspWindow->GetWidth(); viewport.Height = (FLOAT)pBspWindow->GetHeight(); viewport.TopLeftX ...
2
votes
1answer
188 views

LibGDX viewport touch coordinates transformation

I've been trying to get LibGDX's viewport and camera unproject() to work and so far none of the tutorials/answers I've found have worked for me. I have a game window of 840x480 units with ...
1
vote
1answer
125 views

Error in projecting coordinates from FitViewport to screen in LibGDX

i'm using a FitViewport to render my "game world". Viewport virtual dimensions are fixed 400x240. I use viewport.unproject method to scale input touches from screen coordinates to world coordinates, ...
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vote
2answers
66 views

Best practice for scrollable viewport rendering

I am working on a tile based game that renders the playing surface in a viewport. I am struggling with getting my head around the mechanics and best practices of rendering a viewport, specifically a ...
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votes
2answers
178 views

How do I use Libgdx viewport for UI?

I am using LibGDX to make a game for Android and I am using 2 Viewports. One for UI and one for the actual game content. My problem is I can't find a good way to scale my UI using a Viewport. This ...
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votes
1answer
152 views

wrongly scaled on cocos2dx 3.2 when render to multiple fbo (more > 1 deep)?

i have bug that only happen when retina flag disabled. i try draw multiple render texture to achive some multi post effect: so i have 3 render texture, fbo 1 for final pos effect fbo 2 for back ...
1
vote
1answer
67 views

Why value 1 in OrthographicCamera viewPort width?

So, I read that camera = new OrthographicCamera(1, h/w); creates a camera with an appropriate width and height for the field view.. However, I can't understand that value 1 for the viewport width, ...
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vote
2answers
201 views

How can I calculate the orthographic projection needed to encompass an object with arbitrary rotation?

So I need to set up the dimensions of a orthographic projection that will encompass the entirety of a bounding box when viewed from any arbitrary position. That's an eye (programmer art); and the ...
0
votes
1answer
141 views

Relationship between Camera's view size, screen resolution and objects scale

I've had this question since a long time ago and wanted to know the relationship between how an object is viewed through the camera depending on the resolution of the device, the camera's view size ...
3
votes
2answers
736 views

How to change mobile device screen size in Unity for testing?

For an experiment I need to be able to dynamically adjust the screen size of my device. I'm using a Nexus 5 (5") and want to fake the screensize to 2", 3", 4",.. See images: Is this possible ...
1
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1answer
87 views

OrthographicCamera and viewport not giving expected effect

I recently asked a question about this area that I think was too broad, so I will try a new approach. I have the following code I am experimenting with: batch = new SpriteBatch(); ...
0
votes
1answer
839 views

How do I destroy a Unity prefab when it goes off-screen?

I made an infinite path using prefab.Path moving in the negative x direction. I want to destroy the path clone once it goes offscreen. My path move script is: var Speed:float = 5; var ...
1
vote
2answers
273 views

How can I run a Unity game in a window larger than the desktop resolution?

I am exploring a research problem using Unity. I require a game resolution of at least 4096 x 786. There seems to be no option under build settings for setting a fixed screen size window. (The default ...
0
votes
1answer
356 views

OpenGL Viewport inside of a Viewport

I'm creating a labyrinth in opengl, and I'm trying to create a minimap. For that, I thought of creating a viewport inside of a viewport. I already tried following a tutorial from Lazy Foo, and I can ...
1
vote
2answers
364 views

Is using camera and viewport in Libgdx always necessary?

I understand that camera and viewport are important to keep virtual measurement units and handle different aspect ratios and resolutions when building games with worlds bigger than the screen (e.g. ...
0
votes
2answers
440 views

How to setup glOrtho and Viewport [duplicate]

When setting up a window I set 6 variables in my render class int windowWidth; // the width of the window int windowHeight; //the height of the window int dimL; // the coordinate of ...
6
votes
4answers
505 views

Keeping sprites nice and pixelated

How do I keep the sprites in my game nicely pixelated on screens of all sizes and resolutions? I use nearest-neighbor texture filtering when resizing pixels, but this works well only at really high ...
1
vote
1answer
160 views

How can I use CCClippingNode to trim the top and bottom from a CCTableView?

I'm fairly new to Cocos2d and struggling with sizing a CCTableView. How can its height be controlled so that I have space at the top and the bottom? I'm trying to visually wrap the top and bottom of ...
2
votes
1answer
185 views

XNA: How do I match Spritebatch View/Projection Matrices with BasicEffect Matrices?

I'm rendering a bunch of 2D content using SpriteBatches to a default XNA viewport. A simple 2D camera is used to move around the scene, which generates a transformation matrix passed to each ...
0
votes
1answer
250 views

Isometric View of “Voxel-Style” Terrain

Suppose you have an arrangement of data for a terrain set up like this: terrain[layer][cart-x][cart-y]. Each location (ex. terrain[0][0][0] for the top left corner of the lowest layer) in the array ...
7
votes
2answers
436 views

How do I letterbox a C#/Monogame viewport within a resizeable window?

I am making a 2d game with xna/monogame. I want the main view area to always show 15x15 tiles, or 480x480px. I've got something that sort of works, following this guide. It expands the view range ...
1
vote
1answer
2k views

How can I prevent the viewport from stretching/distorting?

Basically, I want to know how I can remove distortion or stretching of the rendered image when the viewport/window size changes. The following images exemplify the distortion/stretching I'm talking ...
0
votes
1answer
49 views

transformation before the perspective divide but after projecting perspectively

My problem is that I would like to confine a scene render to a (possibly rotated) rectangle without using glViewport(). I don't want to use it to save, if possible, some cycles that would otherwise be ...
1
vote
2answers
265 views

XNA graphics.PreferredBackBufferWidth's new value doesn't immediately change window size

I set the width and height of the window in my game constructor, and then pass the graphics manager to a class to check the value. In the game's initialize function, it doesn't seem to recognize the ...
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0answers
333 views

Scaling issues with Open GL viewport / scissor box (Trying to draw outside of viewport)

In my game I am currently scaling the viewport so it retains the ratio of my development device like so: width = (int) Math.min(deviceWidth, deviceHeight * 1.702127659574468); //1.702127659574468 is ...
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votes
3answers
8k views

Confusion over GLViewport

I'm hoping someone can help me understand the GLViewport and what happens when we resize it This will illustrate my confusion.... So, here I have a quad stuck in the middle of the screen. If I ...
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vote
2answers
480 views

Keeping ratio the same across devices on fixed screen game

My game is an Android game using OpenGL ES 2.0 (But this question could apply to any platform). I have read many questions on here regarding ratio management, and also read many tutorials outside of ...
17
votes
2answers
2k views

Camera vs Viewport

I'm don't have a clear understanding of what precisely is the difference between the camera coordinates and the viewport coordinates. Can anyone please clarify?
1
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2answers
3k views

Libgdx detect when player is outside of screen

Im trying to learn libGDX (coming from XNA/MonoDevelop), and I'm making a super simple test game to get to know it better. I was wondering how to detect if the player sprite is outside of the screen ...