In my campaign, I need to support several different monitor sizes, all 16:9 (e.g., 1366x768, 1920x1080, etc.)
My approach has been to create a single screen at the highest resolution monitor (1920x1080), and the corresponding screen divisions. When the 1920x1080 screen is displayed as output for smaller monitors (1366x768), the screen divisions playing channels with SWF or static image (JPEG, PNG) content are scaled properly.
However, the catalog player component is different. The catalog player does rescale the static JPEG content in my catalog to fit inside the scene, but the player component itself is *not* rescaled on the output screen.
Specific example: I create a 1920x1080 scene with a single component displaying the catalog resource, also sized to 1920x1080. The catalog player is then placed on the timeline in a 1920x1080 screen division. Everything works fine on a 1920x1080 screen. However, when played on a 1366x768 monitor, the catalog player itself is not rescaled to 1366x768. Yet, if I lay out a 1920x1080 SWF or drag a static 1920x1080 JPEG resource to the same channel at a different point on the timeline, the SWF and JPEG *are* rescaled to 1366x768.
Is this a feature or bug? I wish the catalog player worked the same as other "players". This bug will force me to create outputs and catalog players for each different monitor size, duplicating work unnecessarily.
You can see the bug in action here: newbielink:http://goo.gl/54iPd [nonactive]. The screen is 1920x1080, as is the catalog scene. The SWF (1920x960) and image content below it (1920x120) will be properly scaled, but the catalog scene is not properly scaled.