[Scummvm-devel] Testing needed for GSoC OpenGL Branch
yotam barnoy
yotambarnoy at gmail.com
Wed Aug 25 08:04:42 CEST 2010
>> 3) I read a bit in this thread and I am still confused about the
>> aspect modes you can cycle through Ctrl-Alt-a. It seems currently
>> there is no way to run 320x200 games in 4/3 aspect mode (at least not
>> with the default sources). That is rather unfortunate since back in
>> the days 320x200 was used on a 4/3 CRT, thus 320x200 is also a 4/3
>> mode. It seems the current code does not take that into consideration
>> though. I really think that we should have support for displaying
>> 320x200 with a 4/3 aspect ratio, thus like it would be a 320x240 mode.
>> Of course some games rather think that 320x200 was really a 16/10
>> mode, check this for example:
>> http://www.unet.univie.ac.at/~a0200586/videogames/steelsky/trivia_resolution.html
> I removed the 4/3 aspect ratio option along with other specific
> options, still I can add 4/3 back if desired. Still that would make 4
> options for ctrl-alt-a, or 3 if "original" is moved to a new hotkey,
> but that is not that bad. I will see to add it along with a
> ctrl-shift-a option for going to the previous option.
OK I didn't understand this point when it was mentioned by Max before.
It does sound like 4:3 should be one of the modes since it's a
corrective aspect ratio that's hard to recreate by hand.
>> Also currently there's some "Original" aspect ratio setting you can
>> switch on via Ctrl-Alt-a, this seems only loosely related to the
>> aspect ratio, but rather related to the scaling setting, i.e. when I
>> activate it in fullscreen I get only a small view of the original
>> (with the "original" aspect ratio). That rather seems out of place for
>> the aspect ratio settings.
> You are right, it is not really related to aspect ratio corrections,
> however, it does fit in ctrl-alt-a as all options there are related to
> the game screen stretching, activating "original" means that no
> stretching should be done. Because of that, I think that having that
> option there seems convenient. I could add it in a separated hotkey,
> still that would complicate the things a bit, but there is no problem
> for implementing it.
Once you're dealing with OpenGL, there's no real difference between
scaler and aspect correction. Keep aspect ratio on and enlarge the
window and you get whatever scalar you want. Choose to stretch to the
window size and you get whatever aspect ratio you want plus whatever
scalar you want. It's not relevant to call them aspect ratios -- just
display modes.
Yotam
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