On 17 Dec 2006 17:08:27 +0100, romek41@xxxxxxxxxx <romek41@xxxxxxxxxx> wrote:
> sdl.scale = 1/2/3/4/... # manual integer scaling factor I don't think it's a good idea - sometimes the Amiga resolution changes. It can be different in Workbench (Picasso), different after launching some legacy application (Amos), different during game intro and while gameplay... Why (in case of LCD panel) not just resize the whole amiga screen (640x256, 640x512, etc.) to the LCD native resolution (1024x768, 1280x1024)? Anyway, thanks for the patch - I didnt have time to test it, but I will certainly check it soon :)
I've been today working a bit more on the patch, now it has config options instead of hardcoded values, and also tested it to work on a 1440x900 intel imac 17" plus my usual 1280x1028 ppc powermac. So, I think the patch is in good shape to get more wide testing... a snippet of my current configfile is: sdl.use_gl=true sdl.use_autoscale=true sdl.autoscale_square=true sdl.autoscale_width=1280 sdl.autoscale_height=1024 sdl.handscale_x=1 sdl.handscale_y=1 so basically use_autoscale=true forces try-to-fill-the-screen behaviour while use_autoscale=false will work with the handscale mode... this manual mode is more intented so that you can make a specific config for a specific demo/game. Also I finally detected what was causing my vertical blur... 640x480 was being upgraded to 1280x960 which my LCD advertised as supported to SDL... stopping SDL from using any of the detected resolutions and only using the configured one managed to run it ok... so now in fullscreenmode I just force the screen to the configured resolution, scale as far as possible and then just leave a black border around the screen if it's not possible to fill without blur... -- Greetz, Antonio Vargas aka winden of network http://network.amigascne.org/ windNOenSPAMntw@xxxxxxxxx thesameasabove@xxxxxxxxxxxxx Every day, every year you have to work you have to study you have to scene.