i wish i had more time to play with this because i want to offer a proper response, but:
Quote: "ShowImageCaptureScreen
Description
This function has been deprecated, use SetDeviceCameraToImage instead."
a quick test shows that the command still works and does offer the built in On Screen Controls that i can't get to show using
SetDeviceCameraToImage to change the camera resolution within the app.
regardless, the
image that is getting captured, for me, has the same dimensions that are set within my phone's camera settings. but, the
sprite size is set to whatever virtual resolution is.
// Project: cam1
// Created: 2020-01-30
// show all errors
SetErrorMode(2)
// set window properties
SetWindowTitle( "cam1" )
SetWindowSize( 1080, 720, 0 )
SetWindowAllowResize( 1 ) // allow the user to resize the window
// set display properties
SetVirtualResolution( 1080, 720 ) // doesn't have to match the window
SetOrientationAllowed( 1, 1, 1, 1 ) // allow both portrait and landscape on mobile devices
SetSyncRate( 30, 0 ) // 30fps instead of 60 to save battery
SetScissor( 0,0,0,0 ) // use the maximum available screen space, no black borders
UseNewDefaultFonts( 1 ) // since version 2.0.22 we can use nicer default fonts
SetPrintSize(32)
`SetImmersiveMode(0) //docu said from 4.4 up
img=1
cam=0
SetDeviceCameraToImage(cam,img) //cam input goto image, image for id will created
spr=CreateSprite(img) //image output into a sprite
setspritesize(spr,GetVirtualWidth(),GetVirtualHeight()) //full size
do
print(STR(ScreenFPS()) + " | click to exit")
if GetPointerPressed() then exit
print("SPR: " + STR(GetSpriteWidth(spr),0) + "x" + STR(GetSpriteHeight(spr),0) )
print("IMG: " + STR(GetImageWidth(img),0) + "x" + STR(GetImageHeight(img),0) )
sync()
loop
so, i don't think the image is the "low resolution" problem where the sprite can be manually resized to match the image dimensions (i'm not sure where you're determining "low resolution" results, tho).
and, i'm out of time, for now. i hope the above leads you somewhere better