![]() Maintain the aspect ratio of the base resolution. The Stretch Aspect setting specifies constraints applied to the scaling to This setting may be appropriate for certain styles of high-resolution artwork in projects where pixel-perfect rendering is not required. For projects using 2D artwork, this results in scaling artifacts due to there no longer being a 1:1 pixel ratio between the base and display resolution. The 2d setting scales the base resolution to the display resolution. Stretch Mode disabled with a display resolution of 512x256 If the display resolution is larger than the base resolution, the extra region Stretch Mode disabled with a display resolution of 256x128 If the display resolution is smaller than the base resolution, the bottom and/or ![]() Stretch Mode disabled with a display resolution of 320x180 Of Stretch Aspect is always ignored if Stretch Mode is set toĭisabled. The disabled setting doesn’t resize or adjust the base resolution. All examples use a project base resolution of 320x180 pixels. Section includes visual examples of different Stretch Aspect and Stretch Stretch Mode has three settings: disabled, 2d, and viewport. The Stretch Mode and Stretch Aspect fields in Project Settings These settingsĪre in the Project Settings window, under the Display -> Window section. The display resolution: Stretch Mode and Stretch Aspect. Two settings control how the base resolution is adjusted when it differs from The base resolution rectangle in the Godot editorĢD view with the base resolution set to 640x360 pixels Stretch settings The base resolution is used as the defaultĭimensions for the project window when running a project or scene from theĮditor. When the Godot editor is set to 2D view, it will display a guide rectangleĬorresponding to the base resolution. The Width and Height fields in Project Settings
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