Godot: Godot - Dimension - Monitor "15" - "1024x768"

Created on 22 Aug 2016  Â·  5Comments  Â·  Source: godotengine/godot

My problem is this.
My Monitor is "15" "1024x768".
As there program to reduce the dimensions of the stand element on element ?.
I'm from Brazil.
I am a beginner in godot engine.
I'm using Google Translate to communicate.

captura de tela de 2016-08-22 08-50-56

Link to minimal example project (optional but very welcome):

enhancement editor usability

Most helpful comment

I guess we'll have to add more scaling options other than hidpi/lodpi. Some
people asked for middpi, and I suppose verylodpi would work too

On Mon, Aug 22, 2016 at 9:31 AM, daniloprogramador1991 <
[email protected]> wrote:

My problem is this.
My Monitor is "15" "1024x768".
As there program to reduce the dimensions of the stand element on element
?.
I'm from Brazil.
I am a beginner in godot engine.
I'm using Google Translate to communicate.

[image: captura de tela de 2016-08-22 08-50-56]
https://cloud.githubusercontent.com/assets/18791768/17854679/b41fa870-684a-11e6-96c3-80d5fbcf0281.png

_Link to minimal example project_ (optional but very welcome):

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All 5 comments

I guess we'll have to add more scaling options other than hidpi/lodpi. Some
people asked for middpi, and I suppose verylodpi would work too

On Mon, Aug 22, 2016 at 9:31 AM, daniloprogramador1991 <
[email protected]> wrote:

My problem is this.
My Monitor is "15" "1024x768".
As there program to reduce the dimensions of the stand element on element
?.
I'm from Brazil.
I am a beginner in godot engine.
I'm using Google Translate to communicate.

[image: captura de tela de 2016-08-22 08-50-56]
https://cloud.githubusercontent.com/assets/18791768/17854679/b41fa870-684a-11e6-96c3-80d5fbcf0281.png

_Link to minimal example project_ (optional but very welcome):

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You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/6237, or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z20GB1GVIx6AoGWlU_K1yUhdY8tuoks5qiZa6gaJpZM4Jp0Mz
.

1 idea in theory at least would be to change default font to otf/vector font and icons to vector art too, this way it will be much easier to achieve scalable interface...

Icons are already available in vector format, and the font is already used as a .ttf/.otf (Droid Sans and Source Code Pro).

Here is a workaround I used when I was using godot on a 11 inch 1024x600 netbook under LinuxMint :

  • the xrandr allowed me to set a higher virtual screen resolutions.

I could emulate a fullscreen 1600x900 resolution by downscaling it to the physical resolution, or I could keep the physical pixel size and pan and scan the virtual resolution (the 1600x900 desktop was scrolling when the mouse cursor reached the border of the physical 1024x600 viewport).

@reduz added "very low DPI" and "mid DPI" in the current master branch, so this should be fixed. I don't think it would be automatically detected and applied (as it makes the icons look not so good), but you can select very low DPI and have a usable editor on this small resolution. Improving the looks of the icons in such a case would be a matter for another issue, so closing as fixed.

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