I am running into a weird scaling problem on the iPhone 4.
The 1st scene seems to be initializing at scale 1 and then quickly changing to scale 2.
Here are some screenshots:
Bad start:

Good after:

Any thoughts?
A fast, easy to use, free, and community supported 2D game engine
I am running into a weird scaling problem on the iPhone 4.
The 1st scene seems to be initializing at scale 1 and then quickly changing to scale 2.
Here are some screenshots:
Bad start:

Good after:

Any thoughts?
I see the same thing on mine.
Just to keep people up to date. I have discovered that this is caused by the code that pre-renders the screen to avoid the black frame flicker.
I am still looking at the code to try to figure out a solution.
From what I've seen [glview setContentScaleFactor:] doesn't change the resolution immediately. Instead, it sends a callback to the glview when the screen is being resized.
And the callback is usually called once the "main loop" has started.
If you remove the "avoid flicker" line, does it work OK ?
Could you open a bug, if possible attaching a test case, or the code to reproduce it ? Thanks.
If I remove the avoid flicker line is does work properly. However, you get a black screen in place of the improperly scaled one. I have talked to a couple developers and we are all seeing the problem.
I'll try to create a test project that has the problem and submit that with the bug.
Same issue here.
Submitted as bug 899 with zip of sample project.
I am facing this too - the only reason why I can't use the scale mode yet. Hopefully this can be solved before final release.
@JohnnyFlash: Thanks.
Bug fixed in "develop" branch.
@riq: thanks right back at you!
Fix works perfectly.
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