Hello,
I have just migrated from libgdx and trying to learn godot. One thing which I am not able to do or did not find any resources online is how to use different assets source. For eg, in libgdx i had three different file of same texture but with different size. That way i would not need to scale up or down (results in smooth graphics overall) and just render it to viewport. I first queried screen size,and point the asset loader to the specific location while loading, some thing like this
ResolutionFileResolver.Resolution[] resolutions = {
new ResolutionFileResolver.Resolution(720, 1280, "1280X720"),
new ResolutionFileResolver.Resolution(1080, 1920, "1920X1080"),
new ResolutionFileResolver.Resolution(1440,2560, "2560X1440")
};
ResolutionFileResolver resolver = new ResolutionFileResolver(new InternalFileHandleResolver(),resolutions);
assetManager = new AssetManager();
assetManager.setLoader(TextureAtlas.class,new TextureAtlasLoader(resolver));
Is it possible to simulate it in godot? Basically I want the sprite to pick up texture source based on the screen size.