efuturetoday

Members
  • Content Count

    1
  • Joined

  • Last visited

  1. Hello all, ich discovered a strange issue with the scaling of the assests: i had the feeling, that the game scaling multiplier for highres assests was one level to low. So i checked the code and found this: for (var i = 2; i <= game.System.hires; i *= 2) { if (window.innerWidth >= width * i && window.innerHeight >= height * i) { this.hires = true; game.scale = i; }}i think there is a semantic issue: when u check if the current hires that the loop checkes is to LOW then apply this hires. I fixed this issue with this code: for (var i = 1; i <= game.System.hires - 2; i *= 2) { if (window.innerWidth >= width * i && window.innerHeight >= height * i) { this.hires = true; game.scale = i * 2; } }and now all is working as expected! Was this a bug or do i use the engine scaling wrong? Sorry for my english. Hope this helps Greetings from Germany!