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John FireFly2016-02-15 13:59:23
C++ / C#
John FireFly, 2016-02-15 13:59:23

How to implement 2D texture scaling?

If you tell a beginner in yunk, the answers to a couple of questions, then the beginner will be infinitely grateful! :)
Preamble. I'm trying to understand how junka works on mobile platforms. I made a determination of the heightXwidth of the user's screen at the start of the application and auto-scaling of the saze of the orthographic camera proceeds from the screen resolution. Now a few questions:

  1. Does the unit scale textures automatically based on screen resolution? (just in case a question :))
  2. If not, what is the easiest and most efficient way to do this?

ps, two things come to mind:
a) create a big texture and scale it depending on the screen resolution (but this will hit performance (it is generally not desirable to scale it)
b) create 4 identical atlases for different screen resolutions (in this implementation, I don’t I completely understand how to bind this or that atlas to the prefab with a script, depending on the permission): \
In general, it seems to me very strongly that I don’t know something and everything was invented before me.

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