I'd like to rotate screen of STM32F429 Discovery by 90 degrees. It is OK when size of any axis is less than 240px. However for size is greater than 240px, image on the screen was corrupted. Please refer this link. for further information about the issue.
My configuration is as follow
Hardware: STM32F429 Discovery
Graphic Library: STemWin 5.22
Compiler/IDE: GCC/EmBlocks 2.30
Thanks in advance
Related
Trying to get Gameboy resolution which is 160px x 144px in unity and then the game will scale up when in full screan with bars around the side where the aspect ratio doesn't fit. But it still only has 160 "pixels" just scaled to take up however many pixels it takes
You could start by reading the documentation file on "Resolution and Presentation"
here is the link: https://docs.unity3d.com/Manual/class-PlayerSettingsAndroid.html#Resolution
and this forum page also seems to be helpful:https://forum.unity.com/threads/target-dpi-vs-render-scale-vs-resolution-scaling-fixed-dpi-factor-vs-setresolution.1076789/
Now based on these two I would consider this to be your solution:
Go to Edit > Project Settings > Player (on the left list) > Resolution and Presentation
once you are here find the Resolution Scaling Mode option and set it to Fixed DPI as shown in this Image
Once you do that you get the option to choose a number between 30 to 1000, which you would decide based on the output screen you target. If the number you set is lower than the screens native dpi, your game will upscale and by the same reasoning, I would say it would downscale if you set it higher than the native dpi of the target screen. I am not 100% sure this is the solution to your problem, but I hope it sets you up on the right direction.
I created a canvas with Render Mode Screen Space - Camera and UI Scale Mode Scale With Screen Size. Then I set the Reference Resolution to 2048 * 1080.
canvas settings
I put a circular ring in the upper right corner of the canvas. However, after deploying the project, part of the ring is obscured in HoloLens.
canvas in unity
canvas in HoloLens 2
So I want to know if the resolution of HoloLens 2 is really 2048 * 1080, or if there is a mistake in my project?
HoloLens 2 is set to the maximum render target size, which is 1440x936, by default. For more information please see:Supported resolutions on HoloLens 2
No it`s not. Formula to take Rigth Canvas size for Hololens is:
Set size of WorldSpace Canvas to 490 278 and set position to 0,0,z
You need to multiply V3 scale by this formula scale(x,y,z)=z*0.00415f
My pixel art assets all have a ppu of 32 and i have applied that to them all.
On 1920x1080, the resolution is fine, but most other resolutions the sprites pixels are squashed and stretched. I also have set the correct camera size using vertical resolution / PPU / 2). I have also used other formulas and they all give me the same camera size so i'm sure that's not the issue.
I have two moniters, one at 1920x1080, and one at 1360x768, and that moniter is where it scales wrong. Is there a way i can keep the pixels scaling the same across all resolutions? I have tried the pixel perfect camera and this doesn't fix my issue either.
https://imgur.com/gallery/Uf8YqNi Here is a sample of both resolutions, if you open them in a new tab and zoom in on the sprite you can see how tey get distorted in the 1360x768 screen.
Filter mode should be Point and compression None. If this doesn't fix it, then you should use Pixel Perfect camera. It will help you with the animations to be pixel perfect as well.
Window -> Package Manager -> Advanced -> Show preview packages -> 2D Pixel Perfect -> Instlal. Then you just add Pixel Perfect Camera component to your Camera.
This issue seems to be the reverse of what others have when researching this. My material looks great from some distance but blurry up close at all angles. My image is 1024 x 1024 px. How do I fix this? I display my import settings in the screenshots. Even though max size is 2048 I also tried 1024 with the same result.
Using "Filter Mode : Point" gives sharp pixels,
or adjusting Aniso Level "Increases texture quality when viewing the texture at a steep angle"
More info about each of those settings:
http://docs.unity3d.com/Manual/class-TextureImporter.html
Or if you add tiling to the material (default is 1, try 10), it looks better when viewed near, but can cause issues if its not seamless texture..
What are the limits on GMSGroundOverlay? This would be things like file size, resolution, etc..
I'm using Google Maps SDK 1.5. I created a ground overlay from an image that was 4836x5557 72 dpi 6.6 MB. That image did not show up. When I reduced the image to 3481x4000 72 dpi 4.5 MB, that overlay image did show up.
I did try some permutations of resolutions and file sizes but couldn't nail down the pattern. I did not see any documentation of limits in the docs nor headers.
This is important to me as we have customers who use want map overlays, and to be able to provide them up front with the constraints for the overlay graphics is useful and saves much time for all involved.
Thank you.
Overlay is rendered using OpenGL as a single texture, so the limitation on its size is probably the same as limitation on OpenGL texture size.
On the latest devices maximum texture size is 4096×4096:
https://apptyrant.com/2014/04/19/max-opengl-texture-sizes-for-various-ios-devices/
The solution is either to limit the overlay size or to use Tiles API.