On Tue, Oct 14, 2008 at 2:10 PM, Kao Cardoso Felix <[EMAIL PROTECTED]> wrote:
>
> On Mon, Oct 13, 2008 at 5:39 PM, Richard Jones <[EMAIL PROTECTED]> wrote:
>> The long answer is that the lines appear because the rendering is no longer
>> matching opengl coordinate system 1:1 with screen pixels so opengl has to
>> compute a blended pixel. This blending uses a pixel from the tile (or text
>> glyph) texture and its adjacent pixel in the texture (or wrapping) which is
>> usually the wrong colour.
>
> Actually this is the part I do understand :)
>
> What I meant is that I'm not sure wich part of the code the
> do_not_scale_window flag affects and what exactly is it's effects.
With do_not_scale_window=True the OpenGL viewport is set using the
standard pyglet orthographic projection. This matches the opengl
coordinate space 1:1 with screen pixels.
With do_not_scale_window=False cocos uses its own on_resize viewport
code which sets up perspective projection which attempts to fit the
director's "virtual window" into the user's display. There's always
going to be some amount of error here, and hence there's the artifacts
in tiling and text rendering that we see.
This doesn't forbid the window from being resized. It does prevent
cocos from automatically scaling the director's virtual window (say,
640x480) to the user's desktop resolution (say 1680x1050).
Richard
--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups
"cocos2d discuss" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to [EMAIL PROTECTED]
For more options, visit this group at
http://groups.google.com/group/cocos-discuss?hl=en
-~----------~----~----~----~------~----~------~--~---