Ipad1 can only support 2048x2048, so I want to know ipad retina support bigger size texture.
I use cocos2d v1.01
Maximum texture sizes.
iPad 1
iPad 2 < iOS 5.1
2048 * 2048
iPad 2 >= iOS 5.1
iPad 3
4096 * 4096
via #LearnCocos2D
Related
We have a background video in our Xamarin.Forms application. It actually has two files: portrait video (1080x2304) for portait mode and landscape video (2304x1080) for landscape mode. They are both MP4 24 fps 4000 kbps. They video is played using Community Toolkit's MediaElement.
On Android 12, the portrait video stutters (plays for 0.5 s and then stops for 0.5 s and so on). However, the landscape video does not stutter. Both videos worked well on Android 11. I am using Google Pixel 3a.
What might be the problem?
Can I somehow simulate the 8 inch tablet( 2560 x 1600 pixels, 16:10 ratio (~359 ppi density) ) with big native resolution on RWD mode In Firefox or Chrome? I tried with setting DPI in devtools to 3 without any effect. Maybe there is smarter way to do it?
If that helps the application is ionic 3 for tablets. Thanks for any suggestion.
I'm using Qt Creator 4.10 based on Qt 5.13.1 (build Sep 4 2019).
I'm trying to find the DPIs of a screen.
I have 2 screens. One the Laptop which has a resolution of 1920 by 1080 and a monitor of 22 inches with the same resolution of 1920 by 1080.
DPIfactor = ui->Time->logicalDpiX();
Time is a QLabel.
Regardless of which screen I run Qt Creator and the Application, DPIfactor is always set to 144.
Shouldn't the smaller screen (the main screen of the laptop) have a higher DPI value?
Since they have both the same resolution the one of smaller size should have higher Dots Per Inch...
Any ideas? thanks in advance.
I need to detect the devices for IOS devices by JS,
for iphone-6 I check it by the ratio and devicePixelRatio,
I didn't find any information to check if the device is iPhone 7 plus.
I found information for the older devices,
What are the device-width css viewport sizes of the iPhone6 and iPhone 6 Plus
or this
http://mydevice.io/devices/
iPhone 7 has same device width/height as the iPhone 6: 375x667
iPhone 7 plus according the same: 414x736
You can easily detect your device CSS width and height by single clicking this link: http://viewportsizes.com/mine/
For iPhone 6 its 375px X 667px
For iPhone 6+ its 375px x 667px
For iPhone 7 its 375px X 667px
For iPhone 7+ its 414px x 736px
The iPhone 7 Plus is 414 x 736 according to Apple:
https://developer.apple.com/library/content/documentation/DeviceInformation/Reference/iOSDeviceCompatibility/Displays/Displays.html
On a 1080p emulator and Smart TV (nVidia Shield) I only get a 960x540 WebView. Is it possible to use the whole resolution available instead?
An HDTV using Android TV is considered as 960x540px display with 2x pixel ratio. Not sure how a 4k TV is recognized, but to use all the pixels, check window.devicePixelRatio .
Im looking for an answer to the same question, but i can confirm the following.
1080p TV Testing
each device configured in setting to only use 1080p 60Hz
Amazon Firestick gets 960 x 540 px in all browsers tested.
Shield TV gets 960 x 540 px in all browsers tested.
new Amazon Fire TV Cube gets 960 x 540 px in all browsers tested.
4K TV Testing
Amazon Firestick (not 4K compatible) gets 960 x 540 px in all browsers tested.
Shield TV (with output setting at 4K 60Hz) gets 960 x 540 px in all browsers tested.
new Amazon Fire TV Cube (with output setting 4K 60Hz) gets 960 x 540 px in all browsers tested.
whats more bizarre is that both 1080p and 4K test the reported pixelratio
was 2. I at least expected to see a pixel ratio of 4 on 960x540 on 4K
I use TVs connected to PC to display large tables of status data.
when fully utilized a 70" 4K TV displays hundreds of different bits of info, its a beautiful thing.
then you get an Nvidia Shield because its "4K" and discover the browser renders at 960 x 540, and the page that looks fantastic in 4K looks like blocky illegible crap.
This is what I did in Android TV 28
My app original resolution is 1080p
JS Code:
document.body.style.zoom = 1/window.devicePixelRatio
You can use WebView#setInitialScale to scale the website according to your needs. To get wanted scale you can use the code:
Point metrics = new Point();
((WindowManager) context.getSystemService(WIDNOW_SERVICE)).getDisplay(metrics);
int scale = (int) (((double) metrics.x) / 3840/*SCREEN_WIDTH*/ * 100);
You should not set additional settings like setUseWideViewPort, because it can overwrite/ignore the scale setting.