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?