Hi all, firstly so as I don't break what seems to be tradition in this forum, I'm pretty new to OpenGL, so...
I've just finished switching some code from using a Canvas to using OpenGL to get performance up to an acceptable level (everything is 2D using sprites).
I've almost completed the task, but am left with one final hurdle which I can't seem to uncover an easy answer to, how to scale the screen?
The original code was built using 800x480 as the reference resolution, and in the onDraw function of the Canvas I simply called canvas.scale(sx, sy) to accommodate different devices.
The new code is using a similar method of drawing by using glDrawTexfOES to output the sprites onto the GL surface where I want them. I'm now stuck with what I have to do to support different display types. Is there an all-encompassing call that I can make to simply translate my fixed 800x480 based target coordinates into the actual display, or do I have to divide down my coords and sprite sizes during my onDraw call?
Any and all help on this problem would be greatly appreciated.