This (below) works out great when I'm looking at the viewer at any size (including full screen) -- ie: the image scales up accordingly. I'm wondering why it doesn't work the same when I use Image Dimensions' "Width" and "Height" (instead of Pixels Wide/High) as inputs to the mathematical expressions. I'm able to get it to look perfect in the viewer, but if I resize it (or make it full- screen), the sprite's size hasn't scaled up. This doesn't make sense to me since I thought the sprite's width and height are relative to the screen size (of 2x2).

width/height (not in pixels) is a function of the image size and the view size (specifically, 2 * image width in pixels / viewer width in pixels, and 2 * image height in pixels / viewer width in pixels [yes, width]). As the viewer size changes, the Image Dimensions Width and Height outputs will change. Pixels Wide and Pixels High are constants, so they won't change based on the viewer size -- therefore, if your math works out to scale the image size (in pixels) to 2x2 (in QC units), it'll always fill viewer (aspect ratio details notwithstanding). The same scaling on Width/Height (not in pixels) will change when the viewer changes -- you don't want this if you want to fill the screen exactly.

--
[ christopher wright ]
[email protected]
http://kineme.net/

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