Den Thu, 30 Apr 2009 19:59:47 -0400
skrev Donny Viszneki <donny.viszneki at gmail.com>:
Den Thu, 30 Apr 2009 04:25:19 -0400
skrev Donny Viszneki <donny.viszneki at gmail.com>:
Yes, but the feature you’re asking for will not display your
games “properly and undistorted.”
Well, someone’s misunderstanding here, obviously. What feature do
you think I’m asking for?
You’re asking for non integer-scale picture resampling. There is
nothing “proper and undistorted” about that.
No, I’m asking for integer OR non-integer-scale picture resampling,
depending on the game’s needs, with black borders added to maintain
correct aspect ratio. The distortion I’m talking about is incorrect
aspect ratios. A circle is a circle, not an oval; a square is a
square, not a rectangle.
I take it you don’t like non-integer-scale resampling, and that the
resulting blur is what you mean by distortion? Well, I actually agree
with that to some extent, but that doesn’t mean that it should be
impossible to do, and I do think it makes sense for some things.
To clarify: I do not want incorrect aspect ratios. I also do not want
tiny stamp-sized displays on a huge black void in fullscreen mode.
Monitors and gfx drivers conspire to make this combination difficult.
Hence, native resolution, scaling and black bars.
You’re missing the point.
I didn’t miss any point. I’m just being thorough. :\
Sorry for the confusion.
Hey no problem, we can work this out =). I do still think you’re
misunderstanding me though.
You’d prefer having to mess with environment variables over a proper
API? ?This also doesn’t allow for scaling, unless you add
environment variables for that… ugh.
I’m a bit confounded by this entire reaction. What API are you
proposing? SDL_AskUserIfPictureLooksStretched()? Let’s consider a few
things:
No, of course not. My entire point is that the user (as in, the person
playing the game) shouldn’t have to do anything to get an image with
the correct aspect ratio, possibly scaled (integer or non, depending)
to fill the screen as much as possible, while maintaining correct
aspect ratio.
From a user’s point of view:
- They launch the game.
- Game goes fullscreen (might be default, user might switch from
windowed mode, doesn’t matter).
- Game magically displays with correct aspect ratio. And they didn’t
have to configure a thing! Yay!
I like it when things Just Work. I’d like my games to Just Work for
other people, as well. They should not have to mess with environment
variables to get things to look correctly, to me that’s a horrible
solution.
Also, we’re talking about SDL 1.3 here. There’s no need to add
additional environment variable hacks.
Anyway, to do this reliably, from the developer’s point of view, you’ll
have to use native resolution and scale the image to fill the screen
while maintaining correct aspect ratio, as I went over before. SDL
could potentially even do this automatically, but an API to select what
to do would be nice (scaling type if any, integer or non-integer, etc).
(As a bonus, this could also be used to add black bars and scaling in
resizable windowed modes.)
- Gerry> On Thu, Apr 30, 2009 at 7:27 PM, Gerry JJ <@Gerry_Jo_Jellestad> wrote: