Splash screen in fullscreen mode

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:bust_in_silhouette: Asked By drezgames

So, when I go fullscreen, splash screen stays at the defined resolution and I see a white border around it. Huhh! How can this be fixed? Isn’t the fullscreen checkbox in project properties suppose to make it scale? Wouldn’t be so bad as is if the white border was not around it.

Please advise.

Thanks.

I’m struggling with the same issue on Android. Did you find a solution to this?

Samuel Pedrajas | 2018-07-25 17:54

Nope. 7 months, several updates and this is still an issue. Now I know for sure I’m not the only person having this issue. I’m having the issue on desktop. If the freaking thick white border was not there then I could work with that, but nope.

drezgames | 2018-07-25 20:42

Im using the 3.1 dev version and I was just playing around with project setting and enable allow_per_pixel_transparency and per_pixel_transparency_splash, now I dont see the white border. Try this and let me know if it makes a difference for you.

drezgames | 2018-07-25 21:04

Those two options didn’t work for me, thanks anyway for the suggestion :). I ended up making a pull request in the official repo adding new scaling modes for the boot splash image. I’m not sure if they will integrate it and if so I don’t know when, but it works fine for me. Just in case you wanna follow it up here’s the link: Added new scaling modes to splash screen by samuelpedrajas · Pull Request #20541 · godotengine/godot · GitHub

Samuel Pedrajas | 2018-07-29 22:45

Ahh coolness. This also removes the thick white border when going fullscreen mode?

drezgames | 2018-07-29 23:07

It depends on the scaling mode, window size and image size. What is resolution of the image you’re using as splash? And what window resolution are you using in your game?

Samuel Pedrajas | 2018-07-30 10:42

480x600 for both

drezgames | 2018-07-30 18:47

I’ve created a new project with a splash image of 480x600 and the same resolution for the window (set in the display section in the project settings), and I can’t reproduce your issue. However, looking at the Godot code I’ve seen that the “fullsize” property is not being used when using GLES2 (in 3.1-dev), so if you’re using it instead of GLES3 that could be your problem. If that’s not the case I really don’t know what’s going on, but I would make sure that the window does really have the same resolution as the image. Hope you get it sorted out!

Samuel Pedrajas | 2018-07-30 20:53