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
>
>

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