I'm confused over supporting multiple resolutions in my 2D game.
I'm currently working with a reference resolution of 1280x720. That means that all elements are positioned in a 1280x720 coordinate system which I scale up/down to the actual resolution using glScale. My graphic assets are all pixel graphics, so it also means I need to save them relative to this reference resolution.
Now the artist sent me some files in a pretty high resolution and I scaled them all down to match the reference resolution, but I noticed that the positions of the graphics relative to each other are slightly off. Probably because there was some rounding involved in the down scaling.
Should I increase my reference resolution to match the artwork? Or should I ask the artist to scale everything down and make sure the positions aren't off as a result? Should my reference resolution be larger anyway? (2880x2304 is what I came up with to support all modern screen resolutions and aspect ratios down to 5:4, but that seems awfully large.)
How is this commonly being tackled?
Edit: Sorry, forgot to provide some relevant background: My game is a simulation game, that is essentially a UI. So there is no such thing as a world space, I'm just positioning widgets on the screen.