Hey and thanks for the superquick replies. Your help is greatly appreciated.
@MoikMellah my code does not use those explicit gl calls, but instead uses the provided libGDX calls.
@bart my idea was to display a certain number of tiles based on the screen resolution. So the idea is to always display, say, seven by ten tiles always, and then each image is squashed into their respective tiles. I am already using the orthographic camera, with each tile being one unit.
For this game, I am using libGDX as the framework and using its amazing native desktop testing feature to test and debug. I also have a OpenGl call that overrides the power of two requirement, if that helps.
Ugh.... redrawing art... xD
Thank you so much for the help
Hey and thanks for the superquick replies. Your help is greatly appreciated.
@MoikMellah my code does not use those explicit gl calls, but instead uses the provided libGDX calls.
@bart my idea was to display a certain number of tiles based on the screen resolution. So the idea is to always display, say, seven by ten tiles always, and then each image is squashed into their respective tiles. I am already using the orthographic camera, with each tile being one unit.
So should i redo the assets to match the tiles?
Hello and thank you for the reply!
For this game, I am using libGDX as the framework and using its amazing native desktop testing feature to test and debug. I also have a OpenGl call that overrides the power of two requirement, if that helps.
Here is the image of my hero at this point:
Zombie_Knight_1.png
And here is the full-size screenshot of the desktop LWJGL App:
ScreenShot_1.png
I admit, I'm not the best artist. XD
Thanks