Closed GoogleCodeExporter closed 8 years ago
Hi Nick. With pixel scaling 1x, you should be able to see your sprite with real
screen pixels (see the attached scale1x.png, and compare it with scale2x.png).
The problem is that GUI elements are double sized anyway. If you have a tiny
resolution, the GUI elements will be 1x too. So internally there are two
factors: Screen pixel factor (the one you can select), and the GUI elements
scaling (calculated by a special logic). The logic to select the GUI scaling is
in the following line:
https://github.com/dacap/aseprite/blob/d7491d25ada4acf929b223acb2217099a114818b/
src/modules/gui.cpp#L588
I'll fix it for the next version to avoid this confusion (so 1x is 1x for
everything).
Original comment by davidcapello
on 24 Jul 2011 at 3:42
Attachments:
Hi David. Thank you -- I had trouble with the scaling because visually it is
hard for me to focus on the pixels I'm working on, when the GUI is at a low
res, too. In general it seems a great tool and I'm just starting with it this
afternoon. Unlike Cosmigo, it has a sensible interface and less unneeded
"stuff" hanging around.
I could look into the source, but building the app might be a bit harder for
me. (Only recently jumped back into C++ after a 10 year hiatus), and I've never
been strong on the linuxy build processes. Either way, if you're able to
include this in the next release, then you have my (additional) thanks in
advance.
Original comment by nick.wig...@gmail.com
on 24 Jul 2011 at 4:30
Original comment by davidcapello
on 10 Apr 2014 at 1:06
Original comment by davidcapello
on 10 Apr 2014 at 1:09
Pixel scaling can be changed from the UI but it requires to re-start the
program.
Original comment by davidcapello
on 11 Jul 2014 at 3:53
Original issue reported on code.google.com by
nick.wig...@gmail.com
on 24 Jul 2011 at 11:14