Here’s a full resolution screenshot of the IDE running in retina mode so you can get a better idea: You can check if the app is running in retina mode and add the folder with retina assets to the resource manager instead of the regular one, and then load your assets relative to those folders, and the switch will be more or less automatic. I also redesigned the default Polycode UI themes as vectors and exported standard and retina resolution versions of them.įor all other assets, there is a little bit of a manual switching involved. I added native support for this in the Polycode core API, and there is an option now to automatically upres the text resolution while running on a retina mode display. This means that you basically have to double the resolution of all of the rendered text and all of the image assets have to be doubled in size. In a Mac app that supports retina displays, the OpenGL pixel viewport is set to a really huge size, since the screen itself is 2560x1600, while the mouse window coordinates are mapped to a smaller size, since the all of the UI controls have to stay “normal” sized on the screen. I got a 13-inch Retina MacBook Pro and very quickly realized just how terrible non-retina apps look on the retina screen, so of course I got side-tracked immediately into updating Polycode to support retina displays. My main development MacBook finally bit the dust (quite suspiciously on the same day the new line of MacBook Pros were launched) and I was forced to get a new computer.
Control scheme for blender on mac update#
This is the semi-regular Polycode development update and here’s what I’ve been working on for the past couple of weeks.