Usually it should be enough to use a big font on the texture and then just downscale the text from within your app to any size that fits your needs. If the provided chars are not too small, downscaling should always produce sharp and crisp images.
Or, just load another sheet (or set a charset’s scale) depending on the devices physical resolution, for example:
[lua]-- GET PHYSICAL RESOLUTION
physicalWidth = math.round( (display.contentWidth - display.screenOriginX*2) / display.contentScaleX)
physicalHeight = math.round( (display.contentHeight - display.screenOriginY*2) / display.contentScaleY)
– IS RETINA DISPLAY?
if physicalWidth >= 960 then
TextCandy.AddCharset (“FONT1”, “font_Small3_White”, “font_Small3_White@2x.png”, “ABCDE…”)
TextCandy.ScaleCharset(“FONT1”, …)
else
TextCandy.AddCharset (“FONT1”, “font_Small3_White”, “font_Small3_White.png”, “ABCDE…”)
TextCandy.ScaleCharset(“FONT1”, …)
end [/lua]
[import]uid: 10504 topic_id: 7999 reply_id: 93501[/import]