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Sprites look blurry on retina display #3
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Here's an interesting and very complete article about that. http://html5hub.com/state-of-nearest-neighbor-interpolation-in-canvas/#i.3bx5iz87ues5sm The thing is, there's still no proper cross-browser support for this method of upscaling and also it will have a performance impact. |
Thanks. This article seems to be a bit old, so with some luck things might have improved in Chrome. It's unfortunate that IE doesn't have a valid method for doing this. However, using a modified image with doubled pixels might not be a bad thing (as long as it's loaded only when the pixel density is greater than 1.0) since it should not be that much larger than the non-upscaled version. |
Well, now this can be implemented. This can be done by adding the following styles to .pkspr, and will work in most browsers.
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This has been implemented. Thanks for pointing me to this code @Josephvb10. 👍 |
cleanup appletun-gmax, genesect, marshadow, and minior
Sprites look blurry due to the fact that they're upscaled on a retina display. Figure out if we can change the upscale to a point upscale rather than the browsers' standard bilinear/bicubic algorithm, and check whether we can get this to work correctly with global zoom values other than 200%.
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