Hi guys, i don`t know why but suddenly my resolution code isnt working anymore on retina display devices.
Here is a photo
And that is the code that i’m using to handle multiple resolutions:
cameraTranslation = Matrix.CreateTranslation((graphics.PreferredBackBufferWidth - (graphics.PreferredBackBufferHeight / 768f) * 1024) / 2, 0, 0);
camera = Matrix.CreateScale(graphics.PreferredBackBufferHeight / 768f) * cameraTranslation;
and at Draw i just normally do this:
spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera);
Have anything changed on how to handle this on iOS 8?
Can someone help me with this one?
I got the exact same problem suddenly!
Did you ever find out why?
I was working in another project so i didn’t try anything to fix until now.
Today i was working on a another project, porting it to iOS, it was everything working alright and suddenly, it happened again without any reason or significant change on the code.
I don’t do any changes on the graphics device manager nor have a matrix for rescaling the game, but the black big border is here to give me the same nightmare that i have on my other project.
Why is this happening and how can i fix it?
I found out that if I set the game object to fullscreen, it works! Not sure if that’s a universal fix but you could try.
Not for me, i don’t know if there is to set the game object to full screen but
graphics.IsFullScreen = true; graphics.ApplyChanges();
does absolutely nothing. I also noted that any change on graphics preferred back buffer width and height is ignored as well.