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Scaled Resolution


diegofkda

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Because it uses DirectX Drawing and some mathemathical operations on whole DirectX Drawing (position, size, and text scale) like this one for a red, transparent rectangle:

local width,lenght = guiGetScreenSize () 
dxDrawRectangle((622/800)*width, (137/600)*lenght, (137/800)*width, (39/600)*lenght ,tocolor(200,0,0,200),false) 

I would explain why does it work, but I won't because I'm lazy right now -.- but I will explain it if you ask me, of course xD

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TheKid: What?

How would you propose we deal with different aspect ratios? Just stretch them? Look at the user interface of Windows on your computer - how does that work if you change resolution?

Have you tried to do what I made in that code I gave to this post? It works perfectly scaled -.-

PS: "The Kid" for you, not TheKid :P

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TheKid: What?

How would you propose we deal with different aspect ratios? Just stretch them? Look at the user interface of Windows on your computer - how does that work if you change resolution?

Have you tried to do what I made in that code I gave to this post? It works perfectly scaled -.-

PS: "The Kid" for you, not TheKid :P

You cannot use the same calculation for 4:3 and 16:9 resolution. It may seem ok with your resolution, but it'll be definitely stretched up on 16:9 resolution.

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