[Scummvm-devel] Testing needed for GSoC OpenGL Branch
vgvgf
vgvgvgf at gmail.com
Fri Sep 3 05:59:03 CEST 2010
Hi all,
Sorry for the late answer. I have committed some changes just a moment
ago, fixing/improving some issues.
Regarding the "Aspect Ratios", I have moved all of them to GFX modes
(And removed previous x1, x2, x3 modes), as Johannes suggested. Then,
I renamed all methods and related messages to "display modes" as yotam
suggested. And also added the missing 4/3 mode with a Ctrl-Shift-A for
going to previous mode.
I also improved window resizing, so now when the window is resized
while on "Conserve" or "4/3" modes, it will automatically maintain the
aspect ratio. And, as Andre suggested I added automatically scaling
when resizing, so if you are in x1 scale and resize the window to
700x600 it will scale to x2.
On Sat, Aug 28, 2010 at 7:22 AM, Andre Heider <a.heider at gmail.com> wrote:
> - when compiling with --enable-vkeybd it segfaults on startup. see
> backtrace below. works fine without.
Oh, I will look to fix that.
> - already mentioned, but still: the global "AR correction" option is
> ignored. All 3 opengl AR modes work on a 320x200 source, where is
> should (?) autostretch games using that resolution to 320x240
Fixed.
> - the hardcoded mouse cursor theme scaling backfires on enlarging the
> window. It autoscales the cursor to factor 2, and limits the scale to
> factor 3 (IIRC). When using free scaling, it only uses integer
> scaling, giving a huge cursor e.g. when scaling by 1.5
Yes, that makes cursor scaling really difficult. Not all backends
support scaling, but adding a
GetScale() method to OSystem and having the ThemeEngine set a fixed
cursor for the
backend scaling could be a solution.
> Overall: nice work, this is a very welcome addition for desktop ports!
Thanks :)
Regards,
Alejandro
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