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| author | Josh Lee <jleedev@gmail.com> | 2018-05-29 08:08:21 -0400 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2018-06-01 06:50:00 +0100 |
| commit | 7edbee6cb278b5278bf25065862b0950494a21ef (patch) | |
| tree | 29638c37cd76be491ded50a4cdf00c5d03143aa7 /html/pattern.html | |
| parent | 5141e5b3e779573f907215a21d4a4731adb9c89b (diff) | |
| download | puzzles-7edbee6cb278b5278bf25065862b0950494a21ef.zip puzzles-7edbee6cb278b5278bf25065862b0950494a21ef.tar.gz puzzles-7edbee6cb278b5278bf25065862b0950494a21ef.tar.bz2 puzzles-7edbee6cb278b5278bf25065862b0950494a21ef.tar.xz | |
Enable high resolution on osx
This consists of setting a flag in the Info.plist. Everything in the
game is resolution-independent, of course, and has been thoroughly
tested on other platforms. The only issue I found is cosmetic: The
rounded window corners become more dramatic and don't look as good
against the square status bar.
Increasing the resolution also exposes two graphical quirks that I
don't think are new. Curved rails in Tracks seem to be made of short
segments that don't quite connect, but I don't see this on Android,
and on closer inspection this is already present on low resolution in
OS X. Lines in Untangle, and also Galaxies, that are at a multiple of
45 degrees seem thinner than other lines, but I also see this on
Android — I think it's just more obvious on high resolution, and could
be adjusted with antialiasing. Everything else looks as it should, for
example when moving a window between low and high dpi displays.
Diffstat (limited to 'html/pattern.html')
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