[Scummvm-devel] Testing needed for GSoC OpenGL Branch
John Willis
John.Willis at Distant-earth.com
Fri Aug 6 13:26:02 CEST 2010
> What's the use of supporting all these different aspect ratios in the
first
> place? These LCD's will get their own aspect ratio when they go fullscreen
> with stretch-to-fit. As far as I can tell, only 3 options are needed:
original
> size, same aspect ratio as the original, and stretch-to-fit (either the
> resizeable window dimensions or the full screen). Anything else just seems
> to complicate matters, no?
Put that way, I agree, my comment was based around the premise that we
already supported various 'fixed' aspect ratios both historically and in the
OGL work and that the use of them was not up for debate. If we are going to
pre-define them we should cover all the common ones that users will
encounter.
Personally I also prefer the 3 option idea, 'original', 'scale to fit' and
'keep aspect ratio'. That feels more reasonable/natural in the OGL context
and does not get bogged down in the detail too much. You no longer care what
aspect ratio the game/engine is, just that you cycle 3 known visual states.
John
More information about the Scummvm-devel
mailing list