Re: [GD-General] Scaling GUI graphics
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From: Kent Q. <ken...@co...> - 2002-06-25 13:59:31
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We just built a skinnable GUI for a game we're doing. All the graphics in the game are built from individual components at load time, with the layout described in an XML file. We haven't supported any form of scaling, as it's my experience that scaling always looks like hell. But we do support tiling, so what we do is build a background texture that's seamlessly tileable, and lay that down first. Then we place interface elements on top of that. It let me use mixed file formats (highly compressed jpgs for the background, GIFs for basic interface elements, and PNGs where I needed transparency), and in addition to increased flexibility, we took about 1.5 meg of interface graphics and compressed it to less than 300K. Kent Tuesday, June 25, 2002, 6:19:55 AM, you wrote: TF> My favourite solution is to scale, but only by powers of two. So you design TF> GUI graphics for 640x480. For 800x600 and 1024x768, you don't scale, you TF> just move them further apart (i.e. the bits stick to the cornr, edge or TF> centre as required). For 1280x1024 and above, you double the size so that at TF> least stuff is readable. TF> To do the scale x2 you can either just do the bilinear filter thing (which TF> doesn't look too bad on power-of-two scales), or just get the artists to do TF> second versions. Or mix'n'match (e.g. hand-done bigger font, but scaled TF> backgrounds). TF> Tom Forsyth - purely hypothetical Muckyfoot bloke. TF> This email is the product of your deranged imagination, TF> and does not in any way imply existence of the author. >> -----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 >> TF> ------------------------------------------------------- TF> Sponsored by: TF> ThinkGeek at http://www.ThinkGeek.com/ TF> _______________________________________________ TF> Gamedevlists-general mailing list TF> Gam...@li... TF> https://lists.sourceforge.net/lists/listinfo/gamedevlists-general TF> Archives: TF> http://sourceforge.net/mailarchive/forum.php?forum_id=557 -- Kent Quirk, CTO, CogniToy ken...@co... http://www.cognitoy.com |