On Sun, Aug 18, 2013 at 10:50 AM, Lee Burrows <subscripti...@leeburrows.com>wrote:
> Sorry if i was unclear, but i do care about high dpi devices - its just > that i want them to continue to use 320dpi assets. > > You can probably just point the source value for the higher dpis to your 320 dpi assets in that case. Ex.: <s:Image id="myImage"> <s:source> <s:MultiDPIBitmapSource source160dpi="assets/160dpi/bulldog.jpg" source240dpi="assets/240dpi/bulldog.jpg" source320dpi="assets/320dpi/bulldog.jpg" source640dpi="assets/320dpi/bulldog.jpg"/> </s:source> </s:Image> Its a bit more work, but at least you don't have to regenerate your assets. Hope that helps. Om > On 18/08/2013 18:42, OmPrakash Muppirala wrote: > >> But that will happen only on devices that you don't care about - as you >> mentioned. If no one is going to use your app in those unsupported dpis, >> you dont need to worry about it. >> >> Om >> >> >> On Sun, Aug 18, 2013 at 10:39 AM, Lee Burrows >> <subscripti...@leeburrows.com>**wrote: >> >> Yes, but i dont want the bitmaps to scale - they'll look poor if scale >>> isnt a power of 2 (eg: 320 scaled to 480). >>> >>> >>> On 18/08/2013 18:24, Justin Mclean wrote: >>> >>> Hi, >>>> >>>> An app i am working on uses a lot of MultiDPIBitmapSource instances >>>> for >>>> >>>>> (mainly) button icons, and i dont want to have to create new .pngs at >>>>> 120/480(?)/640 scale - i'd rather stick to using 160/240/320 >>>>> skins/assets >>>>> to save myself a lot of work. >>>>> >>>>> You don't need to create the extra bitmaps if you don't want to, >>>> MultiDPIBitmapsSource will scale as required from the ones you have. >>>> >>>> Justin >>>> >>>> >>> -- >>> Lee Burrows >>> ActionScripter >>> >>> >>> > > -- > Lee Burrows > ActionScripter > >