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		<title>Starling Forum &#187; Topic: app resolutions</title>
		<link>http://forum.starling-framework.org/topic/app-resolutions</link>
		<description>The Starling Framework Community</description>
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		<pubDate>Wed, 22 May 2013 17:32:31 +0000</pubDate>
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		<item>
			<title>AlexGo on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-30294</link>
			<pubDate>Wed, 17 Apr 2013 11:14:20 +0000</pubDate>
			<dc:creator>AlexGo</dc:creator>
			<guid isPermaLink="false">30294@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi guys,&#60;/p&#62;
&#60;p&#62;I have developed a game using Starling and Away3D and I have a resolution problem. On Android big screen size or small screen size the resolution is ok. The problem is on Iphone 4 in my case. From my debugging i saw that the resolution is incorrect because the scaleFactor property is 1 and for Iphone I know that should be 2. Also the screen width and height is also wrong.&#60;/p&#62;
&#60;p&#62;I read multiple threads but without no luck.&#60;/p&#62;
&#60;p&#62;Thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andrius on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4879</link>
			<pubDate>Sat, 14 Apr 2012 10:00:43 +0000</pubDate>
			<dc:creator>Andrius</dc:creator>
			<guid isPermaLink="false">4879@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks allot Jeff, I finaly got it  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jeff on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4869</link>
			<pubDate>Fri, 13 Apr 2012 22:52:07 +0000</pubDate>
			<dc:creator>Jeff</dc:creator>
			<guid isPermaLink="false">4869@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;No not automatically.  As Daniel states above, the latest Starling will support a 'scale' property on textures as well as scaled rendered text based on a computed Starling.contentScaleFactor. It is up to your code though to use non 1.0 scale values.&#60;/p&#62;
&#60;p&#62;Starling.contentScaleFactor is not something you set directly but is a computed ratio of your current Starling stage's viewport size compared to the stage's stageWidth/stageHeight&#60;/p&#62;
&#60;p&#62;You would need to check the Starling sample code for an example of how to take advantage of this feature. The sample uses an Assets class to choose to load different assets from alternate 1x, 2x classes and also creating textures with a scale parameter overriding the default '1'.&#60;/p&#62;
&#60;p&#62;Typically when your app isn't worrying about different resolutions you are either manually or having Starling automatically set its&#60;br /&#62;
stage's stageWidth and stageHeight equal to it's viewport rect's width and height respectively.&#60;br /&#62;
This means your stage's coordinate system is mapped 1-to-1, pixel-to-points when they are set to the same width and height values.&#60;/p&#62;
&#60;p&#62;In the case of the Starling sample iOS demo code it uses explicit iPhone sizes.&#60;br /&#62;
It *always* sets stageWidth = 320, stageHeight = 480.  On a non-retina iPhone&#60;br /&#62;
the viewport width will be set to 320 and viewport height will be set to 480, and the Starling.contentScaleFactor will be 1.  But on an iPhone retina device the viewport width will be set to 640 and the viewport height to 960 and now Starling.contentScaleFactor will report '2'. The Assets class in the demo app uses Starling.contentScaleFactor to help it figure out which of the 1x or 2x asset classes and texture scale values to use.&#60;/p&#62;
&#60;p&#62;As another more generic example that isn't iOS specific:&#60;br /&#62;
Lets say that you add a resize listener in your startup class on the flash stage:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #009900;&#34;&#62;// this is the flash stage&#60;/span&#62;
&#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;addEventListener&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;flash.events&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;Event&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;RESIZE&#60;/span&#62;, onResize, &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;false&#60;/span&#62;, &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;, &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;true&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;then, where you might normally update the Starling stageWidth and stageHeight *and* the viewport rect width and height to the same new values, you instead inject some conditional logic to decide whether this device should instead use 2x (or even 3x) scaled coordinate system:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;private&#60;/span&#62; &#60;span style=&#34;color: #339966; font-weight: bold;&#34;&#62;function&#60;/span&#62; onResize&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;e&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;flash.events&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;Event&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;void&#60;/span&#62;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
  &#60;span style=&#34;color: #009900;&#34;&#62;// note this is the flash stage.stageWidth/Height in a startup class, not root class&#60;/span&#62;
  &#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; newViewportWidth&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Number&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageWidth&#60;/span&#62;;
  &#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; newViewportHeight&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Number&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageHeight&#60;/span&#62;;
&#38;nbsp;
  &#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; desiredScaleFactor&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Number&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;1&#60;/span&#62;;
&#38;nbsp;
  &#60;span style=&#34;color: #009900;&#34;&#62;// you want to check if on iPhone or iPad retina...&#60;/span&#62;
  &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;if&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;iOSRetinaDeviceTest&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; desiredScaleFactor = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;2&#60;/span&#62;;
  &#60;span style=&#34;color: #009900;&#34;&#62;// maybe for Android you use 2x assets with high screenDPI&#60;/span&#62;
  &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;if&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Capabilities&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;screenDPI&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;gt;&#60;/span&#62;= &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;220&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; desiredScaleFactor = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;2&#60;/span&#62;;
  &#60;span style=&#34;color: #009900;&#34;&#62;// maybe you have some super-rocked out device needing 3x assets&#60;/span&#62;
  &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;if&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;amazingSuperHDTest&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; desiredScaleFactor = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;3&#60;/span&#62;;
&#38;nbsp;
  &#60;span style=&#34;color: #009900;&#34;&#62;// note you might need to check if Starling stage is up yet...&#60;/span&#62;
  Starling.current.&#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageWidth&#60;/span&#62; = newViewportWidth&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;/&#60;/span&#62;desiredScaleFactor;
  Starling.current.&#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageHeight&#60;/span&#62; = newViewportHeight&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;/&#60;/span&#62;desiredScaleFactor;
  Starling.current.viewPort = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;Rectangle&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;,&#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;, newViewportWidth, newViewportHeight&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;Now Starling's stage stageWidth/stageHeight might not match the viewport dimensions so the pixel-to-points ratio will change and Starling.contentScaleFactor will reflect the proper scale factor.&#60;/p&#62;
&#60;p&#62;It is still up to you if you implement something like the Starling demo's Assets class to check and use the current Starling.contentScaleFactor to pick the right 1x,1.5x.2x,3x.. asset class (and actually implement that new scale class) and also when it calls for loading textures to ensure the scale parameter reflects the current Starling.contentScaleFactor.&#60;/p&#62;
&#60;p&#62;Hope some of that helps a bit...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andrius on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4861</link>
			<pubDate>Fri, 13 Apr 2012 21:14:37 +0000</pubDate>
			<dc:creator>Andrius</dc:creator>
			<guid isPermaLink="false">4861@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;So if for example if I would make&#60;br /&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;Starling.contentScaleFactor = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;3&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



 then starling would automatically load assets from 3x class and so on?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jeff on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4774</link>
			<pubDate>Thu, 12 Apr 2012 22:59:32 +0000</pubDate>
			<dc:creator>Jeff</dc:creator>
			<guid isPermaLink="false">4774@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;What I mean is the technique where you go with a set of somewhat 'hard-baked' asset sizes (1x, 2x, ...) and at runtime pick one of these scales based on either the device you know or a bucket of Capabilities.screenDPI ranges.  &#60;/p&#62;
&#60;p&#62;This isn't the only way to do multiple screen size/screen density apps. Other techniques to support multiple-screen sizes go with more dynamic resized components that will expand or collapse to arbitrary non-discrete sizes.&#60;/p&#62;
&#60;p&#62;The Starling.contentScaleFactor and Starling sample goes with the idea you choose one of two 1x or 2x asset sizes and only discrete pre-created bitmaps (fonts and textures).&#60;/p&#62;
&#60;p&#62;It is true all your app logic only worries about one stageWidth/stageHeight coordinate system, but you would still create the different asset sizes that would support all the contentScaleFactor values you would need.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andrius on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4771</link>
			<pubDate>Thu, 12 Apr 2012 22:36:46 +0000</pubDate>
			<dc:creator>Andrius</dc:creator>
			<guid isPermaLink="false">4771@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Well sorry for being dumb but I stil don't realy get why do I have to know the actual size of the screen? Why the stage.stageHeight and width doesin't work here? And what do you mean by: (if you go this discrete pre-created bitmap route)?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jeff on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4752</link>
			<pubDate>Thu, 12 Apr 2012 18:10:17 +0000</pubDate>
			<dc:creator>Jeff</dc:creator>
			<guid isPermaLink="false">4752@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;@Thynsiia, given iPad retina is 264 ppi and iPhone retina is 326 ppi you can certainly just use a Starling.contentScaleFactor = 2 for both and also use the same 2x assets if you are willing to have your 2x iPhone retina content display a little smaller than on the iPad retina display.&#60;/p&#62;
&#60;p&#62;Additionally though, and related to Andrius123 previous comment on more than 2 sets of assets, the design technically doesn't preclude you from supporting more than 2 sets.&#60;/p&#62;
&#60;p&#62;You could for example support three sets like, 1x, 1.5x, and 2x and choose them based on iOS device type and on Android choosing based on &#60;code&#62;Capabilities.screenDPI&#60;/code&#62;&#60;br /&#62;
(similar to how some Adobe AIR projects suggest supporting 160dpi, 240dpi, and 320dpi asset set 'sweet spots') (if you go this discrete pre-created bitmap route)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Thynsiia on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4751</link>
			<pubDate>Thu, 12 Apr 2012 17:57:14 +0000</pubDate>
			<dc:creator>Thynsiia</dc:creator>
			<guid isPermaLink="false">4751@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;can this be used then for working with iPhone retina/no-retina and with iPad retina/no-retina? all in the same project?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andrius on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4667</link>
			<pubDate>Tue, 10 Apr 2012 14:57:44 +0000</pubDate>
			<dc:creator>Andrius</dc:creator>
			<guid isPermaLink="false">4667@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hey Daniel,&#60;br /&#62;
but how does it handle way more than 2 sets of assets when developing android app?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4564</link>
			<pubDate>Fri, 06 Apr 2012 16:47:02 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">4564@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I recommend you update to the latest Starling version on Git! It contains something very similar: &#34;Starling.contentScaleFactor&#34;. It makes sure that e.g. text is always rendered in full resolution. Look at the updated Demo project to see how to work with that feature. If you start it up in 320x480, it uses SD textures; if you start it up in 640x960, it uses HD textures. (Just edit the SWF startup attribute.)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andrius on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-4531</link>
			<pubDate>Fri, 06 Apr 2012 12:47:18 +0000</pubDate>
			<dc:creator>Andrius</dc:creator>
			<guid isPermaLink="false">4531@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;After a long time of testing and playing around with supporting both retina and standard resolution iPhone display, I find out that when doing:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;star.&#60;span style=&#34;color: #004993;&#34;&#62;addEventListener&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Event&#60;/span&#62;.CONTEXT3D_CREATE, &#60;span style=&#34;color: #339966; font-weight: bold;&#34;&#62;function&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;e&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Event&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;void&#60;/span&#62;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
   viewPortRectangle.&#60;span style=&#34;color: #004993;&#34;&#62;width&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageWidth&#60;/span&#62;;
   viewPortRectangle.&#60;span style=&#34;color: #004993;&#34;&#62;height&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageHeight&#60;/span&#62;;
   star.&#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageWidth&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;320&#60;/span&#62;;
   star.&#60;span style=&#34;color: #004993;&#34;&#62;stage&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;stageHeight&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;480&#60;/span&#62;;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;all object on the stage are scaled up and they look really bad and blurred (especially text). So I managed to do that in a little different way: First of all my SWF is 320x480 and I don't listen to ResizeEvent or CONTEXT3D_CREATE event at all. So I check if app is running on iPhone with retina display via system.Capabilities:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;if&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Capabilities&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;screenResolutionX&#60;/span&#62; == &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;640&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#124;&#124;&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;Capabilities&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;screenResolutionY&#60;/span&#62; == &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;960&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
    Game.GlobalScale = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;2&#60;/span&#62;;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;and if it does I change the value of GlobalScale integer variable to 2 witch is in my Game.as class. (the default value for GlobalScale is 1). And finally I multiply every number witch indicates any size or position by GlobalScale. So for example if I have a textField with font size of 16 and I want to place it on coordinate (100;100). On iPhone 3Gs all numbers(width, height and font size) will be multiplied by 1(witch is the default value of GlobalScale) and will be the same, but on retina display those numbers will be multiplied by 2 witch will give me good quality of text and correct position on the screen. By the way I don't know if this is the best way of dealing with retina and non retina display so if you do it some other way please let me know about it  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-3119</link>
			<pubDate>Mon, 05 Mar 2012 17:41:29 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">3119@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Download the demo project from the thread I'm linking to above! If I remember correctly, that contains a retina project.&#60;/p&#62;
&#60;p&#62;(The textures are not HD, but its rendered in full resolution.)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Makuro on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-3118</link>
			<pubDate>Mon, 05 Mar 2012 17:37:25 +0000</pubDate>
			<dc:creator>Makuro</dc:creator>
			<guid isPermaLink="false">3118@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Any chance to see an example having the stage HD (640x960) as main resolution? I am trying to downscale to 3GS or upscale to iPad but no luck at all (viewport seems to work well but coordinate space for touch events don't).
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-3113</link>
			<pubDate>Mon, 05 Mar 2012 16:08:24 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">3113@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Have a look at this thread, it might get you started!&#60;br /&#62;
&#60;a href=&#34;http://forum.starling-framework.org/topic/retina-display-support&#34; rel=&#34;nofollow&#34;&#62;http://forum.starling-framework.org/topic/retina-display-support&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>lokhy on "app resolutions"</title>
			<link>http://forum.starling-framework.org/topic/app-resolutions#post-3109</link>
			<pubDate>Mon, 05 Mar 2012 15:44:49 +0000</pubDate>
			<dc:creator>lokhy</dc:creator>
			<guid isPermaLink="false">3109@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi. I`ve never made any mobile / starling app before and i wonder what should be app (game) resolutions, and how to resolve problem of resolution varity in different devices.&#60;/p&#62;
&#60;p&#62;How the scaling is working in starling? Is it good idea to make i.e 800x480 app and scale it up/down to fit other resoltution screens?&#60;/p&#62;
&#60;p&#62;Cheers
&#60;/p&#62;</description>
		</item>

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