Android image scaling to support multiple resolutions
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Published on 2012-09-19T21:30:15Z
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I've coded my game for 320x480 and I figure that the easiest way to support multiple resolutions is to scale the end image. What are your thoughts on this? Would it be cpu efficient to do it this way?
I have all my images placed in the mdpi folder, I'll have it drawn unscaled on the screen onto a buffer, then scale it to fit the screen. all the user inputs will be scaled as well.
I have these 2 questions: -How do you draw a bitmap without android automatically scaling it -How do you scale a bitmap?
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