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AppGameKit Classic Chat / Black borders on 1920x1080 screen with setvirtualresolution set to 1920x1080 and performance tips request

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TDavid
11
Years of Service
User Offline
Joined: 7th Feb 2013
Location:
Posted: 12th Feb 2017 09:34
Hello,

I have two question for you agk users. I use Tier 1 with the latest AGK. I set the virtual resolution to 1920x1080 and made a background picture with tiles. On windows 7, the tiles fill the whole window. But on my test device (a nexus 5X with a 1920x1080 screen), I get blue border at the top and at the bottom of the screen (I set my 'clearcolor' to blue ). At first I thought I was 2 rows of tiles short, but it appears not since using 'setscissors(0,0,0,0)' draws tiles over the blue border (I get no border with 'setscissors(0,0,0,0)') . I also noticed something else. I put a debug text 10 pixels for the bottom edge of the screen. With 'setscissors(0,0,0,0)', on my phone, there's at least 20 pixels between the bottom edge and the text.

Why doesn't my app fill the whole screen of my nexus 5x ?

Question 2 : my app doesn't use physics nor 3D. Do you have good Tier 1 tips to improve its performance ?

Here is my screen setup code so far :

Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 12th Feb 2017 13:51
try this?
SetImmersiveMode
AGK (Steam) V2017.01.09 : Windows 10 Pro 64 Bit : AMD (16.12.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
Mobiius
Valued Member
21
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 13th Feb 2017 10:34
As Markus said, they'll be space taken up by the menubar, which will reduce your available screen space resulting in bars. You'll have to use the new SetImmersiveMode command to make your app actually fullscreen, rather than fullscreen with menubar.

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