High-DPI support is back
Refactor » Devlog
Restoring high-DPI support was really easy. As is the case with most of the LÖVE 11 changes, this made it so I could get rid of most of my DPI management stuff, with two exceptions:
- I had to change the relative scaling stuff for the main menu's image elements (because now it's overcompensating for the scale, which I suspect is a bug in LÖVE but I'm not sure since it's not happening anywhere else)
- since Strangers is pixel-precise I had to override its low-resolution canvases to disable the DPI scaling
Oh, and another nice change in LÖVE 11 is that you can finally explicitly release an object before GC gets to it — which means that for adaptive rendering, I can discard the old buffers before allocating the new ones, which makes that run way more smoothly, especially on integrated graphics! So, that will present some nicer rendering quality and performance to everyone.
Files
macOS, x86 64-bit 43 MB
Version 0.3.3.48562-eff7445 May 16, 2018
Windows, x86 64-bit 30 MB
Version 0.3.3.48562-eff7445 May 16, 2018
Windows, x86 32-bit 30 MB
Version 0.3.3.48562-eff7445 May 16, 2018
LÖVE bundle 26 MB
Version 0.3.3.48562-eff7445 May 16, 2018
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Refactor
An album of games
Status | In development |
Author | fluffy |
Genre | Action, Rhythm |
Tags | ludonarrative-dissonance, mindfulness, minigames, Music, Retro |
More posts
- Updated to LÖVE 11.3Jan 17, 2020
- Updated to LÖVE 11.2Jan 19, 2019
- Tiny perf improvements, graphical tweaksAug 27, 2018
- Performance improvements in Little Bouncing BallAug 15, 2018
- Some small updates from user feedbackJul 10, 2018
- Take it to (LÖVE) 11May 16, 2018
- New monk designMar 05, 2018
- Bug fix with config stuffMar 03, 2018
- Lots of little UI tweaksMar 01, 2018
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