alex_h Posted February 3, 2015 Share Posted February 3, 2015 I'm using the options.resolution feature to get retina support in the game I'm working on. It seems to break the layout of BitmapText though. Is this a known issue? I'm loading a different different font + xml pair for each resolution, but thinking about it the placing of characters would need to be always handled at @1x resolution to work with the pixi resolution feature. Or the BitmapText.updateText function would have to divide each character kerning value by the renderer.resolution, which it doesn't. I seem to have encountered similar issues with the InteractionManager, since widths and heights need to be divided by the resolution but aren't, everything ends up with double sized hit areas @2x. I've worked around this by assigning custom hit areas but it would be nice not to have to do this. Am I missing something, or should I file a bug on github?Maybe this is all fixed in Pixi 3.0, but this particular project needs to stick with v2.3 Quote Link to comment Share on other sites More sharing options...
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