v0.4.3a: reduced the blurriness of power saver on 4x scale devices
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@ -343,8 +343,8 @@ public class ShatteredPixelDungeon extends Game {
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int maxZoom = (int)Math.min(dispWidth/renderWidth, dispHeight/renderHeight);
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int maxZoom = (int)Math.min(dispWidth/renderWidth, dispHeight/renderHeight);
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renderWidth *= Math.max( 2, Math.round(maxZoom/2f));
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renderWidth *= Math.max( 2, Math.round(1f + maxZoom*0.4f));
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renderHeight *= Math.max( 2, Math.round(maxZoom/2f));
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renderHeight *= Math.max( 2, Math.round(1f + maxZoom*0.4f));
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if (dispRatio > renderWidth / renderHeight){
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if (dispRatio > renderWidth / renderHeight){
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renderWidth = renderHeight * dispRatio;
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renderWidth = renderHeight * dispRatio;
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