我正在尝试为Windows手机克隆游戏。这不适用于商业。 我已经与cocos创建者一起创建了新的cocos2dx win10项目。并尝试在Windows Phone 10 Lumia 935上构建和执行。但是当我在真实设备上执行时,图形质量低于原始设备。附上2张截图。 我已经将屏幕重新设置为800 x 480.并且所有图像都没有缩放。
这是原创游戏中的图像。
这是我新游戏中的图像。
为什么这两种图像质量不同?
原始图像就是这样。
原因是什么?我读过这篇文章,但仍未找到正确的答案。 https://github.com/cocos2d/cocos2d-x/issues/15901
添加了我已实施的代码。
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("RealHillClimb", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("RealHillClimb");
#endif
director->setOpenGLView(glview);
}
director->setAnimationInterval(1.0f / 180);
glview->setDesignResolutionSize(1280, 720, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
int a = Device::getDPI();
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
director->setContentScaleFactor(1);
cocos2d::Size dsize = glview->getDesignResolutionSize();
float d = director->getContentScaleFactor();
register_all_packages();
auto scene = SCNSplash::createScene();
director->runWithScene(scene);
return true;