Instead, configure a view to render at the native scale instead. For games and other apps that perform many calculations per pixel, rendering these additional pixels can be expensive. If the native scale differs from the UIKit scale factor, then iOS first renders the content at the UIKit scale factor and then scales it to fit into the native number of pixels on the screen. At runtime, use the bounds and scale properties of a UIScreen object to understand how UIKit present the display to your app, and the nativeBounds and nativeScale when you need to work with the exact number of pixels on the display.
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