Got it to work, but not really as expected.
I was very happy to see your wonderful StuffGen Somebody - beautiful interface and indeed quite fun to use. I am myself also doing an app, not a game, so was encouraged by how neat yours is. I particularly salute the way you've used paster to export the designs.
I was wondering if you could help me in figuring out how to do the inverse of what you did, you see you are taking a large canvas and exporting parts of it, generally to same or smaller resolutions, to be used on screen.
In my app, I need to do the opposite, namely I need to create PNGs that are at a higher resolution than the screen to be printed (hint: am making a kind of paper-art design app).
I have managed to create larger-than-screen PNGs but the image pasted is just scaled up from the screen resolution without any gain in detail, quite the opposite.
The original sprites are larger than the pixels they appear on screen at. For example, the object could be 512x512, but would be scaled down on some screens to appear say 128x128px in size. But i needed to be printed at 5x5cm at 200dpi, which is around 400x400px.
Using the setup in R0J0hound's paster_loadCanvas.capx: a backdrop Paster1 that loads the canvas, then a front Paster2 that pastes Paster1, and exporting Paster2.imgURL, the resulting image is large, but bad.
Attached are two ways of producing the image, one with the built-in CanvasSnapshot, so same resolution than screen, and the other is with Paster, at custom resolution almost 7x Screen.
Is it a built-in limitation that loadCanvas is essentially just passing CanvasSnapshot into Paster, at screen resolution?
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