Dynamic image resolution for SpriteSheets

I’ll really appreciate if you fix the bug making the spriteSheets using Lua information and then scaled to not position properly.
I guess you really know what I’m talking about because everyone is talking about it on the forums.

I posted a temporary solution for this bug here:

http://developer.anscamobile.com/forum/2010/12/08/dynamic-retina-spritesheets-heres-how#comment-33087

Even though it solves things it might not be as fast as a real low-level solution. I’m calculating concatenated transforms that maybe will be faster using matrix calculations at low level.

I know, because of my background on C++, that the same engine you use to calculate image matrix for regular spriteSheets and images can be used to fix this.

As far as I can guess, instead of using the center that it comes defined in the lua file (spriteSourceSize) to place and transform each frame (this is what you do for images and uniform spriteSheets because the point is just the middle), you are just using the center point of each frame and then you are transforming.

My approach can consume cpu cycles also because it is not a direct approach (directly calculate the right position) but a fix (calculate the right and wrong position and get an offset).

Thanks in advance! [import]uid: 46260 topic_id: 9079 reply_id: 309079[/import]