Comments (10)
Good call, UI scaling is something the app is really missing. One thing though, due to implemention, it's fairly easy to just scale up all graphics, but not really support textures for another resolution, but the approach should be just fine for now. Also, I'm not sure that system UI scaling value is available to Java process that easy, so the setting should be changed only manually.
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I'm not sure about LWJGL2 backend, but version 3 seems to provide access to the system scaling value.
https://github.com/libgdx/libgdx/wiki/Querying-%26amp%3B-configuring-graphics-%28monitors%2C-display-modes%2C-vsync%29
If not... a button to toggle hdpi mode would do the job as well :)
Nice app btw, i'm loving it, thanks for the work!
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Thanks, will look if I can access system scaling somehow to apply UI scaling automatically.
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@Hangman so I've added interface scaling configuration dialog to Tools
menu, so you will be able to adjust interface size to your needs now.
The only problem, that as from what I've read, native scaling is always on for Windows 10, means we cannot control it yet from the code side (or I just cannot reproduce it under Java8 JRE, So I'm always getting my app window natively prescaled on an HDPI monitor). Anyway there are a lot of topics around the issue on the net and probably after few things get fixed in GLHF (which is LWJGL based on), I will revisit forced Win10 system scaling topic once again.
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!!! Thank you so much, this change helps a lot.
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BTW, what is OS you're on?
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I'm on Win10 with 200% scaling.
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I have 125% scaling set for one of my monitors and still cannot make the window to ignore system scaling. So you're saying that texture packer window appears to be tiny and pixel perfect on your side? What's JRE you're running?
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This is how it looks like on my screen. My JRE is of version 9.0.4. I've done a reboot after the resolution/scaling change... Windows says some apps won't recognize the change. So no problem with that.
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Oh, it's a bit different case, the bug in GLHF that I've mentioned. It was about that GLHF can't recognize system scaling values properly and as a result sets wrong viewport configuration. Unfortunately, this will only get fixed in LibGDX 1.9.9, and in order to apply the fix, we have to wait for the official release, I hope this will happen some time soon.
Anyway, I believe interface scaling at least will let you upscale UI a little to have readable content for now.
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Related Issues (20)
- Unable to select some atlases with 4.10.1 HOT 1
- Add an option to create atlases out of big spritesheets and not only from hundreds of standalone textures HOT 2
- Crash report HOT 1
- Crash when choosing destination folder for sprites HOT 5
- Crash on saving .tpproj file in a folder within the folder the .atlas file is exported to HOT 3
- [Windows] Failed to load native libs if username has non UTF-8 characters. HOT 3
- Grid layout option adding weird Y-padding HOT 4
- Crashing upon multipage pack copy HOT 2
- Packing two images with the same name but different paths will omit one of them HOT 3
- Non-Visible Drive Letters HOT 1
- Feature Request: Allow different file types for atlases HOT 6
- Crash report (Failed to load lwjgl library when clicking on "Add input files" button). HOT 1
- Run packer in command line bug? HOT 5
- File conflict errors when attempting to install RPM HOT 5
- Error loading existing project HOT 2
- Crash report HOT 2
- Crash report HOT 2
- How to run CLI options? HOT 1
- Missing Dockerfile
- Crash report
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