-
Notifications
You must be signed in to change notification settings - Fork 7.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Bad rendering quality on Windows 10 mobile #15901
Comments
Yeah, got same issue. Don't have my phone now to capture screens but remember having it. With original code it was easy to notice the ugly graphics (first I blamed 480x800 of Lumia 435). Later, I found that as I already had my designResolution(), removing the call to So I basically 'ignore' the hints given on cocos 2d-x multi resolution tutorial and just call glview->setDesignResolutionSize(designSize.width, designSize.height, ResolutionPolicy::EXACT_FIT); After rereading the detailed explanation, it still seems a must to call setContentScaleFactor() but I would advice you to give it a try removing it and sharing results too. |
@stammen could you help me? |
Are there any workround for solve this problem? I faced same thing on porting from Android to UWP. |
No workaround so far ... |
Sadly, One of my top interest about using cocos2d-x was the possibility to develop for all platforms (android, ios AND wp), more than a year after, I've stopped all efforts for WP due the lack of support for basic stuff such as a fast app startup (blame ANGLE) and my schedule doesn't include update my WP game (yeah, it's published for WP8.1 and UWP win10/win10mobile) as there is no answer from development team. My feeling is that WP port is (almost) abandoned so.... |
I'm facing the same while scaling big image to small on iOS. |
Please run cpp-test on Windows 10 mobile and Android and compare graphic.
It works fine (on both devices) but quality of rendered app is lower on Windows Phone.
I released (cocos2dx-3.10) exactly the same apps on Google Play and Windows Store.
It seems like there is some issue with scaling/smoothing on WindowsPhone.
Both application uses: glview->setDesignResolutionSize(size.width, size.height, ResolutionPolicy::EXACT_FIT);
In attachment screen shots from devices: Android.png and WindowsPhone.png.
Android.png looks much better that WindowsPhone.png. How can I fix it?
Android: 720x1280
Windows: 768x1280
The text was updated successfully, but these errors were encountered: