[Scummvm-cvs-logs] CVS: scummvm readme.txt,1.64,1.65
James Brown
ender at users.sourceforge.net
Wed Jun 26 23:48:01 CEST 2002
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Update of /cvsroot/scummvm/scummvm
In directory usw-pr-cvs1:/tmp/cvs-serv29113
Modified Files:
readme.txt
Log Message:
Satisfy CCCPs nazi tendicies (correct resolution values)
Index: readme.txt
===================================================================
RCS file: /cvsroot/scummvm/scummvm/readme.txt,v
retrieving revision 1.64
retrieving revision 1.65
diff -u -d -r1.64 -r1.65
--- readme.txt 26 Jun 2002 11:25:01 -0000 1.64
+++ readme.txt 27 Jun 2002 06:47:13 -0000 1.65
@@ -277,20 +277,22 @@
They are:
-gnormal - No filtering, original 320x200 resolution. Fastest.
- -g2x - No filtering, double screen/window size to 640x480 (default)
+ -g2x - No filtering, double screen/window size to 640x400 (default)
-g3x - No filtering, triple screen/window size to 800x600
- -g2xsai - 2xsai filtering, double screen/window size to 640x480
- -gsuper2xsai - Enhanced 2xsai filtering. 640x480 screen/window size
- -gsupereagle - Less blurry than 2xsai, but slower. Also 640x480
- -gadvmame2x - 640x480 scaling. Doesn't rely on blurring like 2xSAI.
+ -g2xsai - 2xsai filtering, double screen/window size to 640x400
+ -gsuper2xsai - Enhanced 2xsai filtering. 640x400 screen/window size
+ -gsupereagle - Less blurry than 2xsai, but slower. Also 640x400
+ -gadvmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
Note that filters are very slow when ScummVM is compiled in a debug
configuration without optimizations. And there is always a speed impact when
-using any form of anti-aliasing/linear filtering.
+using any form of anti-aliasing/linear filtering. Also note that the FmTowns
+Zak (zak256 target) uses an original resolution of 320x480 - hence for this
+game scalers will be 640x480 and 960x720.
-The alternative is to try using the SDL_gl.cpp target. This will allow you to
-use hardware accelerated functions, like bilinear filtering and FSAA, on
-suitable OpenGL capable cards.
+The alternative to these scalers is to try using the SDL_gl.cpp target. This
+will allow you to use hardware accelerated functions, like bilinear filtering
+and FSAA, on suitable OpenGL capable cards.
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