You can also do this with a Render In Image patch which will be faster.
.xX
On Feb 18, 2009, at 3:15 AM, Dustin O'Connor
<[email protected]> wrote:
are you going full screen from quartz or x code? I have noticed a
difference. you got to do things title safe in 4 by 3. as if you
where going to be viewing on an old tv. if you are going full screen
use a screen size and aspect ratio that fits closest to your viewing
device. most monitors now are not 4x3. the x is usually -1 to 1 but
depending on your aspect ratio the y will change. going full screen
will not keep your aspect ratio. if it did you would get letter
boxes like a movie, so that means quratz is choosing the closest fit
to your screen size. at least that is what I think. I don't use 4 by
3 much anymore.
Sent from my iPod
On Feb 18, 2009, at 1:13 AM, [email protected] wrote:
http://www.sonsmi.com/QuartzComposer/SpritesFalling.qtz
I don't know what is going wrong here-- some refresh issue or
things i don't understand about the CI accumulator. Problem gets
bad when I go to full screen.
The effect is to have sprites continuously falling from the top of
the viewer then stay at the bottom of the screen (like the sprite
landed on the ground). I have it set up so when the sprite reaches
y position (bottom of viewer), a conditional (with small tolerance)
triggers "replace content".
While working on the patch with the viewer sized smallish (AR=4:3),
it appears to work, although a little glitchy. When I go to
fullscreen the patch doesn't seem to work properly at all-- the
small size before fullscreen ends up in lower left corner of the
screen and the patch starts to accumulate again, although i think
not in the correct place on the screen.
advice welcome. i also posted at kineme.
js
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