Assume an OpenGL application running full-screen, rendering a simple GUI of buttons, pictures and labels. Given a range of acceptable resolutions from 800x600 to 1600x1200, and acknowledging that screen sizes do not increase linearly with screen resolution, it’s clear that a texture/raster-based GUI that looks good at 800x600 will not be appropiate for running at 1600x1200.
Some thoughts:
[ul][li]Putting borders around the GUI fixes relative positioning, but controls still look small and the GUI looks cramped.[]Stretching an asset set developed for 800x600 fixes relative positioning and control size, but everything appears pixellated.[]Providing a different asset set for every possible screen resolution is costly in both artist time and distribution size.[]And anyway, you can never predict every resolution people want to use.[]An aspect-ratio of 4:3 isn’t guaranteed, not even among the most popular resolutions.[/ul][/li]Does anyone have any sagely advice for overcoming this problem?