On Thu, Mar 25, 2010 at 5:41 AM, Jonathan Hartley <[email protected]>wrote:

>
> I don't understand that stretching is happening post-rendering. I
> don't *think* this is the case using the modified params to gluOrtho2D
> that I describe. Obviously I'd love to hear more about it if I've
> misunderstood that.
>

Lets say you have a 5:3 widescreen display, with a native resotultion of
1280x768, and the user has chosen a 'stretched' 4:3 resolution of 1024x768.

As far as OpenGL is concerned, the framebuffer is 1024x768, since that is
the advertised display resolution, and this is the size image it will
render. Once the frame is fully rendered and sent to the display, the
display hardware stretches the image to 1280x768.

While in this case vertical stretch won't occur, on the horizontal axis we
have 0.8 pixels for each display pixel, so edges will become very blurry.


> The non-integer pixel boundaries issues sounds like a significant
> problem for many game types, and I hadn't thought about this at all.
> I'm hoping it might be less applicable for the game I have in mind,
> which just features a minimal algorithmically generated polygonal look
> (think variations on Asteroids.) I shall definitely take a closer look
> at it now you've mentioned it though. Thanks for the heads up.


I would suggest that you instead concentrate on making sure that the user
never needs to use a stretched resolution.

Most people *hate* stretched resolutions, and only use them if the game
developer forced a 4:3 resolution. Since most displays sold these days are
wide-screen, that hasn't been a good idea for a while - even if it does make
development easier.

Of course, supporting arbitrary aspect-ratios requires you to put a lot more
effort into GUI element placement, and possibly gameplay as well (for
example, starcraft blocked other resolutions to keep a level playing field).

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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