
- #Smillaenlarger free download update
- #Smillaenlarger free download software
- #Smillaenlarger free download code
My GF 6 was originally GF5 and I do not plan on any further upgrades, as LR3 does a fine job also, and is much, much faster.
#Smillaenlarger free download software
Now there are so many bells and whistles for each software ( especially GF6/7 ) that the difference may relate more to the sliders settings for each, than the basic underlying software. And it may be that this difference is image specific some images may render better in one, and some images render better in the other. I find it is basically a trade off between speed of the two modes, and LR3 is much much faster on my 4 year old MacPro. I doubt anyone would notice unless the prints were directly compared side by side. I do not want to argue with Andrew, but several images that I have uprezzed in CS5 and GF6, looked slightly more detailed via GF6 on a direct side by side comparison. So open up BalloonGameTutorialAppDelegate.Andrew, Can't one uprez in Genuine Fractals/Perfect Resize and then capture sharpen upon printing in Lightroom3?
#Smillaenlarger free download code
The Sparrow Framework simply requires you to add one line of code at this point into the applicationDidFinishLaunch: method of your app delegate.

Step 3 – Turn On High Resolution Support In Game You can also add the images by ctrl-clicking and then selecting add resources, select the images, and import them into the project. Step 2 – Add Images Into The Xcode Projectįor this step you can simply drag all the created images into the Xcode project under resources where all the original files are. After doing that I suggest re-saving the images after opening them in preview, not essential, but SmillaEnlarger tends to make oversized files. In my settings with SmillaEnlarger for non-photographis I simply turned all the extra adjustments down to zero.ĭo that for each image in the project.

In order to use the larger display support of the Sparrow Framework you will need to add to the name of your images. You simply drag and drop the images with enlargement selected and a scale of 200%. I have even seen it stated that SmillaEnlarger provides better results than expensive Photoshop plugins. In my testing it has actually done better on the types of images (non-photos) that I need to scale up, and the end result looks considerably better than using any of the filters built into Photoshop. I decided to use a tool called SmillaEnlarger to do this, a free open source tool that uses a fractal algorithm to scale up images. Since my initial images were created for the smaller iPhone display size I needed to scale them up to twice their original size.

You can download the project including the HD images and retina display support here.įor those who prefer Github you can find the project here, the completed project is in the 7-BalloonGameTutorial folder. You can download the project files leading up to this tutorial here.
#Smillaenlarger free download update
This update goes through the process of creating the new images for the game, and updating the source code so that the images display at high resolution on the retina display.įortunately the Sparrow Framework makes it very easy for us to do this, and handles most of the required programming automatically. So here is the process step-by-step for those looking to add retina display support to a game made with the Sparrow Framework. I have had several requests for updates to the iPhone action game programming tutorial, and among them was an update for retina display support.
