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Retina display
Retina display










  1. #Retina display mac#
  2. #Retina display windows#

You can find this setting in Settings / API Key > Advanced. Il Retina Display è dunque un pannello con un PPI talmente elevato che l’occhio umano non è in grado di cogliere ulteriori migliorie derivanti dalla risoluzione: basta osservare il display dell’iPhone 5S di soli 640p gareggia molto bene con display a risoluzione FullHD senza far notare i pixel di ogni singola icona.

#Retina display mac#

Preview on OS X) will open it at the appropriate size for a retina display. Since Apple introduced the Retina display to the Mac back in 2012, most of their lineup has shipped with one of the laser sharp, pleasingly crisp screens. If you change the DPI to a higher setting, supported applications (e.g. This is simply image metadata and does not change anything about the image itself. One further step you can take is to alter the DPI of the image.

retina display

Bannerbear supports resolutions up to 7000x7000px. For example if you want to make a retina-friendly image at 1000x1000px you would design your Bannerbear template at 2000x2000px. So retina images are simply larger versions of an image. If you are on a retina display, the second image is sharper compared to the first image because it is displayed at double the pixel density on your screen. This next image has double the resolution (700x1000) but using some simple HTML tags we will force it to display at the same width and height of 350x500: This image is being displayed at a viewing size width and height of 350x500 and the image itself has a resolution of 350x500: They simply have a higher pixel height and pixel width, and are then displayed at a higher pixel density.

retina display

Graphics.Yes - actually retina images are no different from non-retina images. Graphics.PreferredBackBufferWidth = windowWidth * 2 //Get true display resolution Graphics.HardwareModeSwitch = true //if disabled, the double size backbuffer is scaled back down, resulting in a blurrier image. (I’m using Monogame Extended for the BoxingViewportAdapter, definitely a way to do it without) Also, none of this would be an issue if I could change the scale filtering setting that Mac uses for non-retina applications. The issue here is, of course, I don’t have a way of detecting if the user is using a Retina display or not. On Windows, this isn’t an issue as the OS scaling seems to be Nearest Neighbor… If the BackBuffer resolution isn’t multiplied by two, the game is scaled by the operating system using a filter, rather than just doubling the pixels (linear vs nearest neighbor). This would result in ideal rendering when the user is in the “Best for Retina” setting, but it looks good at other scaled resolutions as well. What this does is take the CurrentDisplayMode width and height for all game rendering except for the BackBuffer resolution, which is double this. When not using HardwareModeSwitch, for maximum pixel crisp, the user would have to manually change their display resolution using a third party app (like QuickRes), so this isn’t a real solution… It is possible that it would work without HardwareModeSwitch if the application could report to MacOS that it is Retina-compatible, but I haven’t gone as far as packaging a. When not using this, MacOS takes over the full-screening.

retina display

My solution only works when using HardwareModeSwitch. For very low res pixel art games, this isn’t such a big deal, but if you are doing higher resolution 2D pixel art where you don’t want a lot of anti-aliasing and just want pure integer scaling, this might be of interest. So to be specific, what I’m doing is for the situation where you want your game resolution to match the user’s monitor resolution, and on very high resolution displays, be a reasonable fraction of this. This is fine (honestly, it’s fine)… UNTIL you notice that the pixels are not at the maximum level of crispness that this display could give you.

retina display

#Retina display windows#

For windows users, I believe this is the equivalent of the UI scaling option in Settings. So if the true resolution of your monitor is 2880x1800, you get 1440x900 from CurrentDisplayMode. The main issue here is that the CurrentDisplayMode resolution is halved when using Mac’s default retina-specific resolutions. This is the only way I could find to get around the default filtering that MacOS uses for non-retina applications. These are my findings for achieving maximum crispiness on a Retina display.












Retina display