Android alignment issues between models
My game is having a severe alignment discrepancy between some Android models in the Flambe Android target.
It looks like this on our Samsung Galaxy 10.1 (it wasn't upside down, the camera pictures just flip around for some reason when I download them). This is what it should like, given my code:
On the Galaxy Note 2 and Nexus tablets, it looks like this:

Is this an internal bug? Since the width to height ratio is 1.6:1 on all of those tablets, my code does this ('gsm' is 'game screen manager', which is the container for everything in the game):
gsm.scaleX._ = System.stage.width / AssetManager.getInstance().getTexture("game-background").width ; gsm.scaleY._ = System.stage.height / (AssetManager.getInstance().getTexture("game-background").width / 1.6);
The game-background width is 1280 pixels. Divide that by 1.6 and you get 800. If the width were 1920, you'd get 1200.
Please help, as this is an impending issue that I need to fix immediately. I hope it's just my math being off, which is eminently possible. I'm still more used to the AS3/OpenFL way of adjusting width and height, rather than the scale calculating method.
If you trace (or put text in temp textsprite) the system.width and the width of that texture, does it give the expected values? I mean is it a render or calculation bug? I think that devide seems like a magic number. But i dont see the whole setup.
Btw if you want to center that imagesprite, you can also put the anchor in the center (sprite.centerAnchor() ) and use stage.width/2 for sprite.x And stage.height/2 for sprite.y. Not sure if that helps.