Timeline for Resolution Independent 2D Rendering in XNA
Current License: CC BY-SA 2.5
7 events
when toggle format | what | by | license | comment | |
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Jan 3, 2011 at 22:05 | comment | added | Michael Coleman | You could also render to a render target and then just scale that. Just another way to go about it. (not really sure about efficiency) I don't think it would be a terrible problem. | |
Jan 3, 2011 at 3:42 | comment | added | Leniency | Reading through the example code, I got it to work with only changing one line in the Draw function - the parameters for SpriteBatch.Begin changed in 4.0: spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Resolution.getTransformationMatrix()); | |
Jan 2, 2011 at 23:55 | comment | added | Michael Coleman | Are you looking for the SpriteBatch.Draw overload? If your using XNA 4.0, you have to use this one for the transformation matrix : msdn.microsoft.com/en-us/library/ff433701.aspx It's the last argument. Next time, try specifying the actual code. | |
Jan 2, 2011 at 15:22 | history | edited | AttackingHobo | CC BY-SA 2.5 |
added 295 characters in body
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Jan 2, 2011 at 11:35 | comment | added | PrettyPrincessKitty FS | Have some resolution as a default, and draw everything at a scale of original dimensions * (user resolution/default resolution)? | |
Jan 2, 2011 at 3:08 | answer | added | Leniency | timeline score: 4 | |
Jan 2, 2011 at 2:22 | history | asked | AttackingHobo | CC BY-SA 2.5 |