monogame screen resolution is incorrect - graphics

Monogame, or XNA really, is reporting the wrong screen resolution on my Surface Pro 3.
Using GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width and Height returns dimensions of 800 x 600, which is incorrect. So, I cannot set up my game size correctly.
I've been using this code without problem on an Acer V5 and can set the game resolution to a size I expect. This is because the GraphicsAdapter reports the correct screen size.
Whether using it as is, or docking the tablet with an external monitor, returns exactly the same resolution. What error is causing this?

This used to be a bug in Monogame, and was fixed.
If you are not building from the latest source code, it is possible that you still have the bug in your monogame dll.
See:
https://github.com/danzel/MonoGame/commit/0c36642129d89a12b30bcfc7d13256739d5483af

Related

Why fonts in Qt are appearing blurry or pixelated?

All my fonts are appearing pixelated, so I used AntiAliasing but it isn't helping out. As you can see the pixelated font in the image itself:
This is the code I am currently using:
butt1 = QtWidgets.QLabel("""Scrappr""")
font = QtGui.QFont()
font.setStyleStrategy(QtGui.QFont.PreferAntialias)
font.setPixelSize(22)
font.setFamily('Segoe UI Bold')
butt1.setFont(QtGui.QFont(font))
I tried different solutions on SO, qtforums etc but nothing works for me :(
I tried:
Different combinations of ClearType text but It didn't work out as, by default all the text appears good on windows and chrome but with Qt only, it becomes pixelated.
Changing windows aero theme to classic one...
But none of them helped.
Here are My PC Specs:
windows: 7 ultimate
PySide2 version: 5.14.2.1
Resolution: 1360 X 768
I'm using BrownPro font and the texts were blurry at all resolutions, but much more evident at low resolutions.
I was able to solve the issue by setting the hinting preference for the font to: PreferNoHinting. Applying it at the application level, fixes the issue everywhere.
Here is the documentation: https://doc.qt.io/qt-5/qfont.html#HintingPreference-enum
And here is the code I used:
QFontDatabase::addApplicationFont(":/fonts/BrownPro-Bold.ttf");
QFontDatabase::addApplicationFont(":/fonts/BrownPro-Regular.ttf");
QFontDatabase::addApplicationFont(":/fonts/BrownPro-Light.ttf");
QFont brown_pro_font("BrownPro");
brown_pro_font.setHintingPreference(QFont::HintingPreference::PreferNoHinting); //This line did the trick
QApplication::setFont(brown_pro_font);
Try to see the fonts used by PyQt5:
import PyQt5
from pyQt5 import QtGui
dir(QtGui.QFont)
the result will show all you need for QFond and the fonts can be used:
[..., 'Helvetica',...,'SansSerif',..., 'Serif',..., 'Times', ...
You can try to add your custom fonts but you need to test each font.
For example, the documentation tells us:
In Windows a request for the “Courier” font is automatically changed to “Courier New”, an improved version of Courier that allows for smooth scaling. The older “Courier” bitmap font can be selected by setting the PreferBitmap style strategy (see setStyleStrategy() ).
Once a font is found, the remaining attributes are matched in order of priority:
fixedPitch()
pointSize() (see below)
weight()
style()
I happen to work with Qt last year and i used qml for building the UI part of my application.
Qt itself prefers us to use qml for building UI, since they have written a UI engine that renders everything better compared to the old engines.
In case of PyQt you are using the python only approach which is only not usually recommended, i am not saying that the qml version is pixel perfect. it still works bad at drawing curves (but that is not the stuff we usually require). As far as your problem is concerned qml will work fine for you (it has much better text rendering).
You might struggle a bit finding the learning resource for qml. But at least give it a shot and yes it is easier much easier than Python only approach.

Phaser - Change width and height Camera

In normal i have canvas size 500x500 and it will create camera size (500,500)
But when i change
game.camera.width=5;
game.camera.height=5;
then visible area it the same? what will happen when change width and height camera, how to understand that thanks
Based upon the documentation and an older post from the creator of Phaser on the HTML5 Game Dev Forum where he said:
You're not doing anything wrong, you just can't change the camera dimensions - they match the game size at the moment.
and then in 2015 on the same thread:
So you can tell if something is within the camera bounds or not. Which is impossible if the camera doesn't have a size.
suggesting that things haven't changed since 2013, and the camera doesn't resize as you're expecting.
Testing as well suggests that things haven't changed either.

PyQt5 font size changing between desktop and surface pro

I wrote a GUI for my desktop a while ago and have just tried to run it on a surface pro 3 only to find the fonts are all exceeding their bounding boxes. Labels are exceeding the worst. Disabling the bold attribute helps when it comes to buttons but not by much.
I have checked to make sure the chosen fonts are compatible for both devices.
Has anyone else encountered this issue and know of a fix for it?
Thanks,

Kindle Fire HD (7") screen resolution: difference between spec and JS/CSS detected resolution

I don't know if I'm misunderstanding something fundamental in how screen resolutions work, but I'm getting stuck on an issue with the Kindle Fire HD (7").
I have a responsively designed page that, as normal, uses CSS media queries to change the presentation of certain elements. This works as expected on all browsers and devices tested, except for when browsing with the Kindle Fire HD (7"). According to specs (http://en.wikipedia.org/wiki/Kindle_Fire_HD) it has a screen resolution of 1280 x 800 px. This is also verified when I check the device using WURFL's test tool at tools.scientiamobile.com.
So... I have breakpoint screen widths set for
'mobile' - 767px and below
'tablet' - 768 - 989 px
'desktop' - 990px and above
... so I'd expect the Kindle Fire to display my page in 'tablet' mode in portrait orientation, or 'desktop' mode in landscape. However instead it shows it in unexpectedly smaller breakpoints: 'mobile' mode in portrait, and 'tablet' mode in landscape.
On closer inspection, I'm not sure this is actually much to do with my webpage, or its CSS. When using this device, I also seem to be seeing 'smaller' breakpoint views of other RWD sites (e.g. in portrait mode, I get the 'tiny' breakpoint view of getbootstrap.com, which is aimed at 767px and below).
What's then strange is that, when detecting the screen size using JavaScript, I get 534 x 854px (and have also tested this again on other sites, like supportdetails.com, and got the same results).
I haven't found any similar issues reported re this device, so I'm wondering a) if anyone's encountered similar issues, or b) if I'm just misunderstanding something crucial with how screen resolutions are detected by different devices.
Thanks!
When doing media queries you need to take into account the CSS pixel ratio.
The value you need to use on the media query = (The Advertised number of pixels) / (CSS Pixel Ratio).
This wikipedia page is a good source of CSS pixel ratios to use for this:
http://en.wikipedia.org/wiki/List_of_displays_by_pixel_density
Good Luck

Strange colors in Mapquest Open Aerial tiles

I have previously used Mapquest Open Arial tiles without any trouble. However, after the last server change I get tiles with weird colors. Their example tile still looks fine:
http://otile1.mqcdn.com/tiles/1.0.0/sat/15/5240/12661.jpg
But, the ones I'm trying to download look like this:
http://otile1.mqcdn.com/tiles/1.0.0/sat/13/1927/3385.jpg
The most striking problem is that the vegetation is red.
Does anyone know what's causing this or perhaps how I can correct the colors (I have tried playing around with them a bit in gimp but I couldn't find a solution)?
Disclaimer: I work at MapQuest. Unfortunately there was bad data in the last round of open aerial imagery updates that caused some areas (we've noticed Texas) to be seeded with discoloration from zoom level 12 and up. We've got this on our backlog, but I don't have an estimate as to when this issue will be resolved. Thanks for your interest in our Open Tiles!

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