Brian Fisher <[EMAIL PROTECTED]> wrote: > > On Nov 12, 2007 3:29 PM, Richard Jones <[EMAIL PROTECTED]> > wrote: > > > 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. > > > > With aliasing (GL_NEAREST texture env) the display will look exactly > the same as if it was scaled by the monitor. No blurriness. > > > Fine, you can trade bluriness for having some of your source pixels be > twice as long or as high as others. Nice to know you can pick in what > way it looks bad, but I don't see how a nearest neighbor scale of > 1.65:1 will look good in any meaningful way (i.e. I perfer the > bluriness).
As I mentioned in my response to Ian if you want to scale while retaining aspect ratio you just alter the glViewport. Monitors rarely offer this option. I know my old CRT and 6-month-old LCD don't. I can ask the nvidia drivers to perform scaling up to the monitor resolution for me in software while retaining aspect ratio... > ...and every monitor I have scales/stretches much better than my > openGL drivers do - CRT's stretch and scale nearly perfectly so I > assume you must just be thinking of LCD's, but my laptop and HDTV are > better than the bilinear filter of my video cards. You are thinking of GL_LINEAR (commonly known as bilinear) scaling, not GL_NEAREST. Richard