Is there a way to make certain hud objects use a separate zoom level different than the map-zoom??
So using Ter's tutorial on view resizing I noticed that I can support all kinds of aspect ratios and resolutions in the map portion by adjusting view-size/zoom. Thing is huds get messed up and can get cropped even after applying the buffer sizes. So being able to resize map portion and huds differently would fix that issue
Jun 5 2017, 2:14 am
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You could use a master plane with a scale transform applied that covers the screen, then set the appearance flags of the hud to ignore those transforms.
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You can put the HUD and game on different planes. This would achieve the same effect. Actually I would suggest doing both.
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//Something like this?? but how do I assign that matrix in the plane?? It's my first time using planes so I don't exactly know how to use them I only know what is included in the refference |
Not quite.
image/screen_scale |
This works wonders!! It seems planes can do much more than layering.
EDIT: I noticed that this kind of zoom I mean using transform leaves a black space. My code adjusts zoom to fit 1560 tiles in the map if resolution is small window zooms out and vice versa so there is a balance. There isn't any alternative is it I mean for zoom out to work without black space?? |