Actually, I'm doing something that's a little non-standard, although it's fine for everything except text commands; I'm mixing SetDisplayAspect() with SetVirtualResolution().
So, I set a virtual resolution of e.g. 1024x768, but will always want the full screen to be fully occupied on every PC resolution, hence I will also use SetDisplayAspect(-1)
This works fine for me, as long as I load all my images and sprites etc. BEFORE I use SetDisplayAspect(-1)
The help suggests that SetDisplayAspect(-1) is only of use if you are using the percentage system (which I am not, nor ever will be). However, using the following methods have not caused me any issues previously in AGK1:
SetDisplayAspect(16.0/9.0) or whatever
Load_All_myImages()
SetDisplayAspect(-1)
This will give me the correct relative size for my loaded images - apart from text objects.
Later, when meddling with text objects, I find that if I did something like:
SetDisplayAspect(16.0/9.0)
.. do something with a text object... such as change the text value or generate a new object
SetDisplayAspect(-1)
then this solves the problem.
I suppose then, that a question exists which either everyone is oblivious to or assumes that everyone is going to run their fullscreen game in the same resolution that the developer wrote the game in:
How can you guarantee that, using a virtual resolution of an arbitrary size:
The game will run in full screen (4:3, 16:9, 16:10 and whatever..) without distortions.
I expect to draw to a e.g. 1024x768 virtual screen and have that stretched accordingly to [the native resolution] without disproportionate, independent behavior from certain commands?
My method above works fine
apart from text objects. I've probably talked myself into having to make my own text handler, haven't I?