Timeline for How to handle different resolutions in SDL2?
Current License: CC BY-SA 3.0
6 events
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Jul 30, 2016 at 10:10 | comment | added | user35344 | All right! Happy to hear that it's working and that I managed to clarify something for you. | |
Jul 30, 2016 at 10:10 | vote | accept | Letokteren | ||
Jul 30, 2016 at 10:10 | comment | added | Letokteren | Sorry, my bad. The fault was in my code. I still based the camera following on the window size and not on the logical size. Now it works like a charm. Thank you very much! | |
Jul 30, 2016 at 10:02 | comment | added | user35344 | I would need to see your (relevent) code to answer what you are doing wrong. I can't really guess that. | |
Jul 30, 2016 at 10:01 | comment | added | Letokteren |
As I see it could be the function I'm looking for, but I'm still not sure how to use it. I create my window at the bigger size, then call SDL_RenderSetLogicalSize() with the smaller size, and it indeed scales up everything, but in the game window, I only see the top left portion of the game. Maybe I call it at the wrong time?
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Jul 30, 2016 at 9:40 | history | answered | user35344 | CC BY-SA 3.0 |