[Scummvm-devel] Testing needed for GSoC OpenGL Branch

Henry Bush scummvm at spookypeanut.co.uk
Fri Aug 6 14:21:17 CEST 2010


First point: I tried the opengl port for the first time last night,
and it worked amazingly well. I was finally able to play games in
fullscreen at the correct aspect ratio! Well done so far.

On 6 August 2010 11:33, yotam barnoy <yotambarnoy at gmail.com> wrote:
> 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?

I'm also a bit confused by this. So much so that I've drawn some
diagrams (warning, they are very approximate):

  https://docs.google.com/drawings/edit?id=1cPnXHvrpK6ikpoMHty879CHNbM-Eg-5QNDnxopvSodY&hl=en_GB&authkey=CKnNiZoH

Maybe I've misunderstood, but it seems like the "correct" setting for
all of these monitor shapes (even the two silly ones) is either
"stretch" (if you don't care about the original aspect ratio), or
"4:3" (if you do) (Or, in games with square pixels, "conserve". Or is
the request for 5:4 etc referring to something internally (which I
haven't investigated, and am at work so I can't)? I don't have a 5:4
or 5:3 display to test it on.

/me saves the converation about T7G, which displays widescreen on a
4:3 display, for another day ;-)




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