space engineers lcd panel vs text panel manufacturer

Well first of all, text panels and LCDs are the same, they are IMyTextPanel blocks and thus share the same features, work the same but merely got different names and models.

You have to take ownership over the block in order to change the settings for it. Once you did that you have to change the display text to either public or private and then change the according text fields to contain whatever text you want inside it.

space engineers lcd panel vs text panel manufacturer

The various LCD Panel blocks are a great way to add a human touch to a ship or base by displaying useful images or text. For LCD configuration and usage, see LCD Surface Options.

Note: Some functional blocks, such as Cockpits, Programmable Blocks, Custom Turret Controllers, and Button Panels, have customizable LCD surfaces built in that work the same way as LCD Panel blocks, which are also discussed in detail under LCD Surface Options.

LCD Panels need to be built on a powered grid to work. Without power, they display an "Offline" text. While powered without having a text, image, or script set up, they display "Online".

LCD Panel blocks come in a variety of sizes from tiny to huge (see list below) and are available for large and small grid sizes. Note that LCD Panel blocks all have connections on their backs, and very few also on a second side.

All LCD Panels and LCD surfaces work with the same principle: They are capable of displaying dynamic scripts, or few inbuilt static images accompanied by editable text. Access the ship"s Control Panel Screen to configure LCD Panels or LCD surfaces; or face the LCD Panel block and press "K".

A Text Panel, despite its name, can also display images. On large grid, it is rectangular and does not fully cover the side of a 1x1x1 block. On small grid it is 1x1x1, the smallest possible LCD block in game.

On large grid, you choose the Text Panel when you need something that has rectangular dimensions that make it look like a wall-mounted TV or computer screen. If you want to display images, this one works best with the built-in posters whose names end in "H" or "V" (for horizontal or vertical rotation). On Small grid, you place these tiny display surfaces so you can see them well while seated in a cockpit or control seat, to create a custom display array of flight and status information around you.

Corner LCDs are much smaller display panels that typically hold a few lines of text. They don"t cover the block you place them on and are best suited as signage for doors, passages, or containers. They are less suitable for displaying images, even though it"s possible. If you enable the "Keep aspect ratio" option, the image will take up less than a third of the available space.

These huge Sci-Fi LCD Panels come in sizes of 5x5, 5x3, and 3x3 blocks, and can be built on large grids only. These panels are only available to build if you purchase the "Sparks of the Future" pack DLC.

They work the same as all other LCD Panels, the only difference is that they are very large. In the scenario that comes with the free "Sparks of the Future" update, they are used prominently as advertisement boards on an asteroid station.

This LCD panel can be built on large and small grids. The transparent LCD is basically a 1x1x1 framed window that displays images and text. It is part of the paid "Decorative Blocks Pack #2" DLC.

What is special about them is that if you set the background color to black, this panel becomes a transparent window with a built-in display. In contrast to other LCD Panels it has no solid backside, which makes it ideal to construct transparent cockpit HUDs, or simply as cosmetic decoration.

While configuring an LCD Panel, the GUI covers up the display in-world and you can"t see how the text or images comes out. In the UI Options, you can lower the UI Background opacity to be translucent, so you can watch what you are doing more easily.

space engineers lcd panel vs text panel manufacturer

The LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.

Choosing "Edit Text" allows inputting custom text such as the name of a room to use above doors. The text can then be scaled up to fit the screen dimensions or preferred size by using the "Font Size" slider.

The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.

"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.

When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".

The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.

To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.

The panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).

Selected textures - Any textures that were added, will be displayed here. The order in which they are placed effects which image is displayed first (top of the list is displayed first).

The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:

Adds an image/texture to the end of the list of selected textures. If no image/texture with the name id exists the texture ´Offline´ is added instead.

Adds the images/textures to the end of the list of selected textures. If no image/texture with the name id exists the texture ´Offline´ is added instead.

space engineers lcd panel vs text panel manufacturer

Again, IPS is the clear winner here. The vertical viewing angles are very similar to the horizontal ones on both IPS and VA panels. Unfortunately, this is one area where TN panels are usually much, much worse. TN monitors degrade rapidly from below, and colors actually inverse - resulting in a negative image that can be distracting. For this reason, if you decide to buy a TN monitor, look for one with an excellent height adjustment, or consider buying a VESA mounting arm, as you should mount TN monitors at eye level. Even when mounted properly, larger TN displays can appear non-uniform at the edges.

There"s usually not much difference between VA and IPS panels in terms of gray uniformity. It"s rare for monitors to have uniformity issues, and even on monitors that perform worse than average, it"s usually not noticeable with regular content. TN monitors tend to perform a bit worse than usual, though, and the top half of the screen is almost always darker than the rest, but that"s an artifact of the bad vertical viewing angles.

Black uniformity tends to vary significantly, even between individual units of the same model, and there"s no single panel type that performs the best. It"s rare for monitors to have good black uniformity, and almost every monitor we"ve tested has some noticeable cloudiness or backlight bleed. IPS and TN panels can look slightly worse due to their low contrast ratios, as the screen can take on more of a bluish tint when displaying dark scenes. Like with contrast, black uniformity issues usually aren"t very noticeable unless you"re looking at dark content and you"re in a dark room. If you only use your monitor in a bright environment, generally speaking, you don"t need to worry about black uniformity.

Historically, TN panels used to have the worst colors, as many of them were cheaper models that only supported 6-bit colors or used techniques like dithering (FRC) to approximate 8-bit colors. Most displays today, including TN models, are at least 8 bit, and many of them are even able to approximate 10-bit colors through dithering. New technologies, like LG"s Nano IPS and Samsung"s Quantum Dot, add an extra layer to the LCD stack and have significantly improved the color gamut of modern IPS and VA displays, leaving TN a bit behind. Between them, NANO IPS is slightly better, as it tends to offer better coverage of the Adobe RGB color space. Although the difference is minor, IPS panels still have a slight edge over VA and TN displays.

Although TN panels have caught up a bit in the SDR color space, they"re far behind when it comes to HDR, so if you"re looking for a good HDR color gamut, avoid TN panels. Between VA and IPS panels, the difference isn"t as significant; however, IPS panels still have a slight edge. The best VA panels top out at around 90% coverage of the DCI P3 color space used by most current HDR content. IPS panels go as high as 98% coverage of DCI P3, rivaling even some of the best TVs on the market. Due to the very high coverage of DCI P3 on both VA and IPS, the difference isn"t that noticeable, though, as most content won"t use the entire color space anyway.

Although not necessarily as noticeable to everyone as the differences in picture quality, there can also be a difference in motion handling between IPS, VA, and TN displays. TN panels historically offered the best gaming performance, as they had the highest refresh rates and extremely fast response times. Manufacturers have found ways to drastically improve the motion handling of VA and IPS panels, though, and the difference isn"t as pronounced.

LCD panel technology has changed drastically over the last few years, and the historical expectations for response time performance don"t necessarily hold anymore. For years, TN monitors had the fastest response times by far, but that"s started to change. New high refresh-rate IPS monitors can be just as fast.

VA panels are a bit of a strange situation. They typically have slightly slower response times overall compared to similar TN or IPS models. It"s especially noticeable in near-black scenes, where they tend to be significantly slower, resulting in dark trails behind fast-moving objects in dark scenes, commonly known as black smear. Some recent VA panels, such as the Samsung Odyssey G7 LC32G75T, get around it by overdriving the pixels. It results in much better dark scene performance but a more noticeable overshoot in brighter areas.

Within each of the three types of LCD we mentioned, other related panel types use the same basic idea but with slight differences. For example, two popular variants of IPS panels include ADS (technically known as ADSDS, or Advanced Super Dimension Switch) and PLS (Plane to Line Switching). It can be hard to tell these panels apart simply based on the subpixel structure, so we"ll usually group them all as IPS, and in the text, we"ll usually refer to them as IPS-like or IPS family. There are slight differences in colors, viewing angles, and contrast, but generally speaking, they"re all very similar.

There"s another display technology that"s growing in popularity: OLED. OLED, or organic light-emitting diode, is very different from the conventional LCD technology we"ve explored above. OLED panels are electro-emissive, which means each pixel emits its own light when it receives an electric signal, eliminating the need for a backlight. Since OLED panels can turn off individual pixels, they have deep, inky blacks with no blooming around bright objects. They also have excellent wide viewing angles, a near-instantaneous response time, and excellent gray uniformity.

OLED panels aren"t perfect, though. There"s a risk of permanent burn-in, especially when there are lots of static elements on screen, like the UI elements of a PC. There aren"t many OLED monitors available, either, but they"ve started to gain popularity as laptop screens and for high-end monitors, but they"re very expensive and hard to find. They"re also not very bright in some cases, especially when large bright areas are visible on screen. The technology is still maturing, and advances in OLED technology, like Samsung"s highly-anticipated QD-OLED technology, are promising.

As you can probably tell by now, no one panel type works best for everyone; it all depends on your exact usage. Although there used to be some significant differences between panel types, as technology has improved, these differences aren"t as noticeable. The two exceptions to this are viewing angles and contrast. If you"re in a dark room, a VA panel that can display deep blacks is probably the best choice. If you"re not in a dark room, you should focus on the other features of the monitor and choose based on the features that appeal to your exact usage. IPS panels are generally preferred for office use, and TN typically offers the best gaming experience, but recent advancements in VA and IPS technology are starting to change those generalizations. For the most part, the differences between each panel type are so minor now that it doesn"t need to be directly factored into your buying decision.

space engineers lcd panel vs text panel manufacturer

I"m currently writing some ingame scripts in space engineers (vanilla) to show certain data on ingame LCD panels. Besides text I also want to display some diagrams. Unfortunately space engineers LCD panels do not provide monospaced font what makes it quite difficult to generate ASCII art diagrams.

space engineers lcd panel vs text panel manufacturer

Space Engineers is a voxel-based sandbox game, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copiessource code was officially available and maintained by KSH to assist the modding community.Beta and was later officially released on February 28, 2019.

Gameplay of Space Engineers begins with the player selecting or joining a world with specific settings, such as the number of asteroids (an "empty world" can also be picked) and the available starting equipment. When creating or editing a world, several advanced options are available to change how the player will interact with the world, and how the worlds will appear. This includes changing the speed with which several tools and machines will work, the size of the player"s inventory, and whether procedural generation will be used (effectively making the world infinite). Upon confirming the world settings, a loading screen appears while the world is generated. This screen consists of a random in-game screenshot as a backdrop, the game"s logo, an animated loading icon, and a randomly selected message at the center. The message may be either a helpful gameplay hint, or one of many quotations concerning space, science, and/or engineering. Many of these quotes are from notable scientists such as Isaac Newton, Galileo Galilei, Albert Einstein, as well as authors such as Arthur C. Clarke.

Once in-game, the player is given control of a single astronaut (referred to as a "Space Engineer") and a set of tools comprising a drill, a welder, and a grinder (if spawn with tools is on). Construction begins by choosing any block from the Engineer"s inventory, and placing it anywhere in open space to create a new voxel grid. Additional blocks can then be added to this grid to create a structure.

aesthetic purpose. Armor blocks, the most basic and common of all blocks, can be realistically damaged and deformed through collisions or the use of weapons.keypads, which can be used to view and manipulate the status of other specific blocks attached to the structure. To be functionally connected however, and to transport materials, blocks called "conveyors" must be used to connect the desired machines. "Functional" blocks require power, which can be provided by solar panels or nuclear reactors attached to the same structure. While reactors must be supplied with uranium, and produce large amounts of power while active, solar panels will continually produce a low output of power when there is line-of-sight to the sun. Once being produced, power is automatically distributed throughout the entire structure and can also be stored in batteries.

Ships can be deliberately moved and rotated by external forces and a player as long as they are powered and have at least one gyroscope, thruster, and cockpit. To be able to move in any direction and then be able to stop effectively via inertia dampeners, thrusters must be placed on the structure facing up, down, forward, backward, left, and right. More gyroscopes on a ship will increase the ship"s ability to rotate in space, but in order for the inertial dampeners to be more effective, more thrusters must be added in each direction in which dampening is required.

Astronauts floating in space are able to move forward, backward, upwards, downwards, left, or right without restriction by using a jetpack. They are also able to rotate clockwise or counterclockwise. Astronauts and structures can also enable or disable inertial dampeners, which automatically attempt to reduce speed to zero when force is not being applied, and the required thrusters are installed.

If the player disables their jetpack within a gravitational field (either on the surface of a planet or a structure/asteroid with a gravity generator), movement is restricted to a plane perpendicular to the direction of the net gravity field(s). Vertical viewing angle is also restricted between −90 and 90 degrees, as in most first-person shooters. Ships and structures are unaffected by gravity generators unless equipped with at least one Artificial Mass block. If the player falls off a structure while within a gravity field, they will fall into space until out of range of the gravity generator, at which point the player"s jetpack will automatically enable itself. However, if the player touches their feet to an asteroid or structure with no gravity present, their "mag-boots" will enable them to walk across its surface and even around edges; though jumping will disconnect the player from the surface, and they cannot traverse the 90-degree angle between a floor and wall.

Asteroids and planets consist of terrain voxels, which substantially differ from blocks, and although possible to destroy by the player, cannot be created by them unless in creative mode. Celestial objects are currently fixed in space and cannot move, however, rocks/minerals that have been mined are subject to gravity and will react accordingly. Asteroids also do not currently have gravity associated with them, and can come in several basic forms including spherical, torus, and rod-shapes, as well other variations or combinations of these.

In survival mode, players need to mine, collect, and refine various chemical elements from asteroids and planets in order to craft tools, weapons, and blocks as well as produce electricity. Resources can be mined manually using a hand drill, or by using ships with the necessary equipment. Components are produced by assembling them from raw materials; however, they can also be harvested by salvaging cargo ships. To avoid death, players must monitor their health, energy and oxygen levels. Damage can be inflicted on the player by collisions, weapons, contact with thrusters, meteor showers, or by running out of space suit energy. Collisions at higher speeds result in more damage. As the acceleration value of gravity generators stacks, damage from falling can be much more dangerous when multiple gravity generators are active. A player"s health and energy can be restored using a Medical Room block, or a Survival Kit block. Energy can also be replenished by sitting in the cockpit of any powered structure. The development of survival mode began at the end of summer of 2013.

In the survival mode of the game, all actions, including survival itself due to the power requirements of the space-suit"s life-support system, depend on the gathering and refining of certain minerals. These minerals can be found on asteroids or planets, plundered from randomly spawned ships, or recovered from unknown signals. Raw materials are mined from deposits of ore on asteroids, and are then placed (or sent using a conveyor system) into a basic refinery or refinery in order to refine them to be used in assemblers. The refined materials are formed into various components in the assembler which can then be used in the construction of ships or stations.

Inventories in Space Engineers are very flexible and work in a whole-ship manner rather than in an individual one. All inventories connected to a ship can be viewed from any access panel on the same ship, however inventories must be connected via conveyors and conveyor tubes in order for items to be transferred among them. Inventories of refineries and assemblers will automatically request items to refine from connected inventories when they get low, and will send items into an available inventory when it fills up. The conveyor sorter allows inventories to be automatically removed and sorted from and into certain inventories. Instead of a common slot system, Space Engineers uses a volumetric system, measured in litres, with every item having a certain amount of volume and every inventory a certain capacity that it cannot exceed.

Planets in Space Engineers were released on November 12, 2015, after being in development since February 2015. There are several types of planets, themed after Earth, the Moon, Mars, Titan, Europa, and an "alien" planet.NPCs, and the Earth-like planet features wolves, hostile dog-like NPCs.

Atmospheric flight is possible even on worlds with oxygen-deprived atmospheres. In order to leave a planet, the player will need to use hydrogen engines with sufficient fuel or build a hybrid spacecraft with atmospheric engines (for liftoff) and ion engines (upper atmosphere to space).

Hybrid surface-to-orbit craft are considerably heavier than their space-only counterparts, but can be built compact enough to fit inside a standard hangar.

Each probe also possesses a button, which when pressed has a chance to reward the player with a collectible skin, similar to a loot box. The skin can be for the player character"s helmet, suit, boots, or tools, and can be traded or sold on the Steam Market. Each skin can be obtained for free in-game, with the exception of three sets: the Veteran Set, which was awarded to players who had owned the game before and played between August and September 2017; the Medieval Set, which is awarded to players who also own Medieval Engineers; and the Golden Set, which is awarded to players who purchase the Space Engineers Deluxe Edition.

Space Engineers was developed and published by the indie video game developer Keen Software House based in the Czech Republic. Implemented as a voxel-based sandbox game set in an asteroid field in space, built on their own game engine, VRAGE 2.

The pre-release alpha build was released on October 23, 2013 on Steam, featuring a single-player "creative" mode. On February 24, 2014, the company announced that Space Engineers had sold over 250,000 copies in four months.Space Engineers have been achieved: survival mode and multiplayer.

Following the release, Keen has continued to release various updates to the game. In most, if not all cases, Keen has divided each update into a mechanical and an aesthetic component; the mechanical component being released for free while the aesthetic component (new block models, texture overlays, engineer suits, and emotes) have been released as a purchasable DLC. This may be a compromise between the need for a semi-predictable revenue stream for continued support of the game, and the need to avoid creating a "pay-to-win" situation.

Adds Dispenser and jukebox blocks, a transparent LCD panel (useful for creating custom HUDs), various interior furnishings and window blocks, new catwalk blocks, railings, stairs and half stairs, a rotating warning light fixture, and a small collection of decorative metal crates.

Adds the Frostbite Scenario, the Antenna Dish, decorative engineer cadavers (skeletons in suits, for atmosphere), a 7.5m wide by 5m tall airtight door block, an offset door, a blizzard-themed block texture overlay, a pair of "I’m Cold" and "Checking suit vitals display" emotes, and some LCD posters.

Includes a set of decorative neon tubes, sci-fi versions of various blocks such as the "Ion" and "Atmospheric" thrusters, LCD panels, Interior walls, button panels, sliding doors, and various button panels.

Adds a set of wheels with airless tyres, an exhaust pipe block, a buggy-style cockpit, two automotive-style lighting blocks, an assortment of "barred" window blocks, two view port blocks, three flavours of Storage Shelves (with crafting recipes that correspond to the items shown on the shelves),three block texture overlays ("Concrete", "Dust", "Rust 2", and "Retro future"), a "Scavenger" engineer suit model, and two new character emotes.

Adds a Large (7.5m by 7.5m) Magnetic plate, a set of truss beam blocks and Industrial conveyor pipes, a decorative cylindrical column block, a vertical button panel, remodeled versions of the Large Hydrogen Tank; Large Cargo Container; Refinery; Assembler; and Hydrogen Thrusters. And a hazard pattern block texture overlay.

A model and texture overhaul of the nuclear reactors; battery blocks; airtight hangar doors; rocket pod and gatling gun; and couch block. It also contains a "searchlight" block (a spotlight-camera-turret combo), a heat vent block, a set of bridge windows, a light panel, a "helm" station, a new helmet, a reinforced sliding door, and two new emotes.

Rosa, Marek (May 14, 2015). "Space Engineers – full source code access, total modifications and 100,000 USD fund". marekrosa.org. Retrieved June 16, 2015. Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers" source code. This comes as a continuation of our decision to give more freedom to modders and community.

"EULA.txt". . Retrieved October 19, 2021. The source code and art assets must not to be mistaken for free software, an open source in a free-software activist understanding, copy-left or public domain software. All source code and art assets remain copyrighted and licensed by KEEN SWH LTD. and you are allowed to use them (modify, tweak, make a derivative work, distribute, etc.) only under following conditions. [...]use this source code only for developing mods for Space Engineers.

space engineers lcd panel vs text panel manufacturer

If you’ve ever attempted to connect an LCD display to an Arduino, you’ve probably noticed that it uses a lot of Arduino pins. Even in 4-bit mode, the Arduino requires seven connections – half of the Arduino’s available digital I/O pins.

The solution is to use an I2C LCD display. It only uses two I/O pins that are not even part of the digital I/O pin set and can be shared with other I2C devices.

As the name suggests, these LCDs are ideal for displaying only characters. A 16×2 character LCD, for example, can display 32 ASCII characters across two rows.

At the heart of the adapter is an 8-bit I/O expander chip – PCF8574. This chip converts the I2C data from an Arduino into the parallel data required for an LCD display.

If you have multiple devices on the same I2C bus, you may need to set a different I2C address for the LCD adapter to avoid conflicting with another I2C device.

An important point to note here is that several companies, including Texas Instruments and NXP Semiconductors, manufacture the same PCF8574 chip. And the I2C address of your LCD depends on the chip manufacturer.

So the I2C address of your LCD is most likely 0x27 or 0x3F. If you’re not sure what your LCD’s I2C address is, there’s an easy way to figure it out. You’ll learn about that later in this tutorial.

After wiring the LCD, you will need to adjust the contrast of the LCD. On the I2C module, there is a potentiometer that can be rotated with a small screwdriver.

Now, turn on the Arduino. You will see the backlight light up. As you turn the potentiometer knob, the first row of rectangles will appear. If you have made it this far, Congratulations! Your LCD is functioning properly.

As previously stated, the I2C address of your LCD depends on the manufacturer. If your LCD has a PCF8574 chip from Texas Instruments, its I2C address is 0x27; if it has a PCF8574 chip from NXP Semiconductors, its I2C address is 0x3F.

If you’re not sure what your LCD’s I2C address is, you can run a simple I2C scanner sketch that scans your I2C bus and returns the address of each I2C device it finds.

However, before you upload the sketch, you must make a minor change to make it work for you. You must pass the I2C address of your LCD as well as the display dimensions to the LiquidCrystal_I2C constructor. If you’re using a 16×2 character LCD, pass 16 and 2; if you’re using a 20×4 character LCD, pass 20 and 4.

In the setup, three functions are called. The first function is init(). It initializes the interface to the LCD. The second function is clear(). This function clears the LCD screen and positions the cursor in the upper-left corner. The third function, backlight(), turns on the LCD backlight.

The function setCursor(2, 0) is then called to move the cursor to the third column of the first row. The cursor position specifies where you want the new text to appear on the LCD. It is assumed that the upper left corner is col=0 and row=0.

There are many useful functions you can use with LiquidCrystal_I2C Object. Some of them are listed below:lcd.home() function positions the cursor in the upper-left of the LCD without clearing the display.

lcd.scrollDisplayRight() function scrolls the contents of the display one space to the right. If you want the text to scroll continuously, you have to use this function inside a for loop.

lcd.scrollDisplayLeft() function scrolls the contents of the display one space to the left. Similar to the above function, use this inside a for loop for continuous scrolling.

lcd.display() function turns on the LCD display, after it’s been turned off with noDisplay(). This will restore the text (and cursor) that was on the display.

The CGROM stores the font that appears on a character LCD. When you instruct a character LCD to display the letter ‘A’, it needs to know which pixels to turn on so that we see an ‘A’. This data is stored in the CGROM.

CGRAM is an additional memory for storing user-defined characters. This RAM is limited to 64 bytes. Therefore, for a 5×8 pixel LCD, only 8 user-defined characters can be stored in CGRAM, whereas for a 5×10 pixel LCD, only 4 can be stored.

After including the library and creating the LCD object, custom character arrays are defined. The array consists of 8 bytes, with each byte representing a row in a 5×8 matrix.

space engineers lcd panel vs text panel manufacturer

Also, it is strange that the small slope corners have a aspect ratio of 4:1 while the small slope flats have an aspect ratio of 2:1 even though they have essentially the same screen space visually. A ratio of 3:1 fits much better for both sets of small screens.

The code that generates the texture size is pretty dang weird. It swaps between what the texture size defines, the height or the width. And the way that MathHelper.Log2 does things is kind of strange too.

Thus it is very difficultto tell how wide your screen will be without plugging them into this function to see what it will spit out for the texture size, then dividing 512 by that (which is what I did above).