There are at this time multiple issues that might benefit from more graceful handling of screen size. For example, in Oculus Rift mode, the auto map and console would each look so much better, if during the HUD render pass, the engine thought it was rendering to a much smaller screen size, such as 640x480 or 800x600.
It would be so awesome if I could use distinct apparent screen sizes for
1) The final actual render-to-screen pass (at 1280x800 or 1920x1080 for Rift mode)
2) The HUD render pass (at maybe 800x600 for Rift mode)
3) The 3D scene render pass (at something larger than the the physical screen size, but to an offscreen buffer)
Also, many of the stereo modes show a view for each eye that has a narrow aspect ratio. Does gzdoom have built-in capacity for showing the HUD in such narrow aspect ratios?
There are at this time multiple issues that might benefit from more graceful handling of screen size. For example, in Oculus Rift mode, the auto map and console would each look so much better, if during the HUD render pass, the engine thought it was rendering to a much smaller screen size, such as 640x480 or 800x600.
It would be so awesome if I could use distinct apparent screen sizes for 1) The final actual render-to-screen pass (at 1280x800 or 1920x1080 for Rift mode) 2) The HUD render pass (at maybe 800x600 for Rift mode) 3) The 3D scene render pass (at something larger than the the physical screen size, but to an offscreen buffer)
Also, many of the stereo modes show a view for each eye that has a narrow aspect ratio. Does gzdoom have built-in capacity for showing the HUD in such narrow aspect ratios?