0
votes

I am trying to scale my application to work similar on various aspect ratios.

I read about viewport and camera. And came to a conclusion that I should use FitViewport for my game stage so that no asset is being stretched. And I will use some background image to fill the black bars caused by fitviewport. But the problem is, whenever I use any other viewport than FitViewport for background image, the whole stage (both background and main stage) are being stretched, is there a way we can get away from black/white bar of FitViewport? I tried all the viewports for background namely StretchViewport, ScreenViewport, FillViewport.

Am I missing something very trivial? or is setting up multiple different viewport on same screen possible.

ps I was able to setup two same viewports with different size on same screen. Here is the screen, I am getting after fitviewport. Notice the white bars on top and bottom which I am trying to eliminate.

enter image description here

1

1 Answers

1
votes

this answer worked for me. Just for reference

You would need a second viewport, probably ExtendViewport with the same virtual dimensions as your FitViewport.

//create:
fitViewport = new FitViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);
extendViewport = new ExtendViewport(VIRTUAL_WIDTH, VIRTUAL_HEIGHT);

//resize:
fitViewport.update(width, height);
extendViewport.update(width, height);

//render:

fitViewport.apply();
batch.setProjectionMatrix(fitViewport.getCamera().combined);
batch.begin();
//draw game
batch.end();

extendViewport.apply();
batch.setProjectionMatrix(extendViewport.getCamera().combined);
batch.begin();
//draw stuff in border
batch.end();

If you want to be sure the border stuff doesn't overlap your game, you could swap the draw order above.

Or you could just use ExtendViewport to begin with for everything.