On Nov 12, 2007 1:24 PM, Alex Holkner <[EMAIL PROTECTED]> wrote: > OpenGL provides many ways to scale a 640x480 viewport up to a higher > resolution, with or without aliasing (I suspect in this use-case you'd > prefer the aliasing). > there's no way to get 640x480 pixel art to look right on a 1024x768 desktop unless you want to blackbox and draw at 62.5% scale. There may be a lot of 3d apps where resolution doesn't matter, but the bluriness of scaling 1.65 does kill small text and make crisp sharp lines look bad, and it makes pixel art distorted.
> It will be a happy day when a Python application is fill-limited, and > not CPU bound! > Congratulations Alex! Today is a happy day then! I do motion blur in my engine. My python games in development that use it are definitely fill-limited. Also, I want to target a wide range of computers, including my 5 year old laptop. On that machine, I need to turn off my motion blur, and still on those computers I only get 30fps with most of the time is in the draw + flip (a lot is in the flip meaning my game is waiting for GL to finish off it's command buffers) If I ended up scaling up the 800x600 game to the 1280x1024 desktop in fullscreen, it would take like 2.25 times as long to draw, and I would only get like 12fps, and dip into the unplayable range. Basically I respect not wanting to mess with people's desktops, but I think fullscreen with changed resolution is a far too powerful thing in terms of delivering a great game experience to not at least try to do it well & try to solve the problems as best you can - I happen to think it works very well on pygame with an openGL display. The fact that currently it will never be an option in pyglet is a huge turn off to what otherwise seems a superior library. > pyglet provides excellent windowing support, including full mouse and > keyboard exclusivity... a game with fixed resolution smaller than the > display will happily run inside a window. > That sounds great - I'm sure it handles multi-monitor stuff beautifully as well - I think it's great that you made multi-monitor and multi-window part of the core feature set