RE: [GD-General] Scaling GUI graphics
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From: Gareth L. <GL...@cl...> - 2002-06-25 09:08:54
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What about using a vector format for the graphics as apposed to a bitmap format ? I've never tried this, but WMFs for example are very well documented, and even Photoshop (if I understand my artists correctly) have moved over to this. For fonts just use proper ttf. If you insist on bitmap graphics, fonts are a special case and a simple one at that. just sample the ttf to a bitmap scaled based on your background. -----Original Message----- From: Brian Hook [mailto:bri...@py...] Sent: 25 June 2002 04:23 To: gam...@li... Subject: [GD-General] Scaling GUI graphics Okay, this is a common problem that I'm sure others have dealt with on numerous occasions, but I have yet to deal with it so I'm curious what the conventional wisdom is. Basically it's the age old problem of having an interface that looks good at all resolutions. AFAICT, the standards are: - do low res graphics for everything, then zoom appropriately (leads to serious blurring) - do multiple resolution graphics (lots of content) - render GUI graphics into textures/images instead of using prefab images (i.e. actually write line/circle/filled region software renderers) - don't scale, just make everything smaller (8x8 font at 1600x1200...ewwww) Anyone find a solution that doesn't have a glaring flaw, unlike the above? I suppose the closest I can think of is to do everything in high resolution, e.g. for a 1600x1200 interface, and then resample down for lower resolution displays. Brian ------------------------------------------------------- Sponsored by: ThinkGeek at http://www.ThinkGeek.com/ _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |