v0.4.3a: reduced the blurriness of power saver on 4x scale devices

This commit is contained in:
Evan Debenham 2016-10-19 02:20:32 -04:00
parent 2478f9311c
commit a5d835f2f4

View File

@ -343,8 +343,8 @@ public class ShatteredPixelDungeon extends Game {
int maxZoom = (int)Math.min(dispWidth/renderWidth, dispHeight/renderHeight); int maxZoom = (int)Math.min(dispWidth/renderWidth, dispHeight/renderHeight);
renderWidth *= Math.max( 2, Math.round(maxZoom/2f)); renderWidth *= Math.max( 2, Math.round(1f + maxZoom*0.4f));
renderHeight *= Math.max( 2, Math.round(maxZoom/2f)); renderHeight *= Math.max( 2, Math.round(1f + maxZoom*0.4f));
if (dispRatio > renderWidth / renderHeight){ if (dispRatio > renderWidth / renderHeight){
renderWidth = renderHeight * dispRatio; renderWidth = renderHeight * dispRatio;