Differences in cross-device resolution in the simulator on Windows vs. Mac OS X?

Strangely, when I run my game in the simulator in Windows, the images are scaled and properly scaled for every device size. Even when I’m not using display.newImageRect().

But in Mac OS X, only the size I have been targetting all along, Galaxy S3, displays correctly.

This is my config.lua:

application =

{

    content =

        {

            width = 720, – required for dynamic scaling, set to portrait

            height = 1280, – says http://docs.coronalabs.com/guide/basics/configSettings/index.html

            scale = “letterbox”, – no black bars or main screen will get ugly

            xAlign = “center”,

            yAlign = “center”,

            fps = 60,

            imageSuffix = { ["-fhd"] = 1.5, },

            antialias = true,

        },

}

Build.settings:

settings=

{

    orientation = 

    {

        default = “landscapeRight”,

        supported = { “landscapeRight” },

    },

    

    androidPermissions = {

          “android.permission.INTERNET”,

      },        

}

Here’s what I found:

If I change the width to 1280 and height to 720 (which I was doing for the past few months, because I thought that just because my build.settings was set to LANDSCAPE meant it would be landscape here too), neither Windows or Mac OS X will work except for the Galaxy S3 resolution.

Right now, what it looks like on my Mac OS X in other devices is like if I interchanged the width/height values and tried on Windows.

Any idea what is going on?

Hi @garytse89,

The “width” value should always be the shorter side, even if your app is set to landscape. You should also, generally, include both “landscapeRight” and “landscapeLeft” in your supported orientations.

Best regards,

Brent

Hi @garytse89,

The “width” value should always be the shorter side, even if your app is set to landscape. You should also, generally, include both “landscapeRight” and “landscapeLeft” in your supported orientations.

Best regards,

Brent