Open GoogleCodeExporter opened 8 years ago
Original comment by richard...@gmail.com
on 29 Mar 2008 at 6:29
Issue 54 has been merged into this issue.
Original comment by richard...@gmail.com
on 8 Jan 2010 at 5:18
Almost done!
It's more difficult that it can seems. -_-
Original comment by dorian.f...@gmail.com
on 12 Mar 2010 at 2:39
Attachments:
Hmm, for some games I prefer the current behavior (simply cropping the outside
of a
larger 4:3 resolution) :-/. Admittedly I'm on the ancient source tree, though
(not
2). Is there a better way to utilize screen real estate? My plasma will
probably do
something goofy with this w/auto scaling, so it should be an interesting
experiment.
Original comment by kungfuje...@gmail.com
on 12 Mar 2010 at 3:02
What config should be like?
What about choose among keep aspect, stretch and zoom in a config dialog?
Original comment by vini.ips...@gmail.com
on 12 Mar 2010 at 3:03
Is there a better way to utilize screen real estate? << Not for now. :/
What config should be like? << The test you see is made by me.
I'm currently trying to dev this feature. But more I advance, more I think I'm
not
using the good solution.
Here, I'm working on "offset all"... But I'm block. I thinks it's not the good
solution. Maybe a "real" dev will help me to find a better way.
I suppose the simplest way should be to create 2 framebuffers and blit the
small (for
ex 4:3) to the big (ex 16:9)...
I will continue as I do unless a dev told me a better way...
Original comment by dorian.f...@gmail.com
on 12 Mar 2010 at 3:27
Aaaaaaarghh!!!!
Original comment by dorian.f...@gmail.com
on 12 Mar 2010 at 4:07
Attachments:
I have the impression that I can't dissociate the windows size from the buffer
size...
Original comment by dorian.f...@gmail.com
on 12 Mar 2010 at 4:54
A widescreen hack (like in dolphin and PJ64's override aspect ratio) should be
top priority!! just look how gorgeus the Zeldas look with PJ64 in 16:9 -- like
if the engine was made with 16:9 in mind. even the text boxes stay in the
middle with a 4:3 size, like most 16:9 games!
Pillarboxing? MEH. that would be completely stupid, the user can choose to have
a 4:3 sized window for that, a 16:9 window would just be bigger with wasted
black space.
However, it's true some games, like SM64 do not handle it correctly.
Mupen64Plus should default to stretching, and Aspect Ratio Override should be a
check box in Rice's configuration - so that the normal user will not experience
weirdness, and the one who knows will expect it.
Original comment by mikeloc...@gmail.com
on 15 Jul 2010 at 4:43
P.S. you could look at dolphin's GL Video plugin source - I'm perfectly aware
that the GC and the N64 are completely different, but at least you could get an
idea of how to do it...
Original comment by mikeloc...@gmail.com
on 15 Jul 2010 at 4:44
Currently there is no "checkbox" in version 2 :(. Somebody needs to write a
decent frontend to the plugin configuration files.
Original comment by kungfuje...@gmail.com
on 15 Jul 2010 at 2:23
nevermind the checkbox, it was just an example of how it would look in a GUI.
and anyways, the checkbox would activate an OverrideAspect (or something like
that) option in RiceVideo.cfg
right now, v2 is just not meant for people who need GUIs to understand :S
Original comment by mikeloc...@gmail.com
on 16 Jul 2010 at 10:20
@mikeloco14: I've "a little" work on the dolphin GL Video plugin. But with it,
it's easy because it use "new features" of OpenGL, and, in the case of "ratio",
dolphin plugin use framebuffer. The dolphin's GL Video code is more clear
because Rice is much older and has evolved over time.
I'm not enough good to add framebuffer to the code myself But it's sure it
would be a huge feature.
About the choice to add pillarboxing it's because, currently, if you try to put
a 4:3 game in full screen on a 16:9 screen, game is streched (could the a
"poor" hack for people wich want to play with 16:9 games ^^ ).
IMO, and having worked a bit in the Rice Video code, a good way could be to
rewrite the "hardware part" (OpenGL) of the code but this (the "hardware part")
is very integrated to the code (it's a real "spaghetti code", depending of many
options).
The best way could be to rewrite it from zero (copy-pasting many of the
"software part" code wich work well) but it's completly impossible for now
because the N64 scene is not active anymore and a video plugins for N64 is very
complicate to write.
There is dev wich work on mupen64plus for XBox (and many others platforms) and,
I suppose, will write a Video plugin DX9 compatible. I don't know where the
project is and if it will be out one day. But rewrite a clean video plugin for
mupen64plus would be the best way toi avoid this "poor probs" (problems in
integrating pillarboxing and the ratio/pixel is indicative of a fund problem in
the code...).
Has I said, I'm not enouth good to rewrite a video plugin from zero, but if
someone is and would like to be helped, I can do it! :)
The prob is the same with the lack of GUI: The API has been rewrite too and old
GUIs are not working anymore. Devs are needed to either make the old GUI
compatible, or create a whole new GUI.
If you think you are able to do that, don't hesitate, you will be helped! :)
Original comment by dorian.f...@gmail.com
on 18 Jul 2010 at 11:29
@dorian.fevrier: of course I won't! I suck at programming ;)
but then, as for the pillarbox, that's true, I forgot about monitors stretching
4:3 (I'm always on my macbook, and laptops don't stretch.)
just remember to label it 16:9 Pillarboxing or something like that to avoid
confusion...
Original comment by mikeloc...@gmail.com
on 19 Jul 2010 at 9:15
Nothing comes out right there are only outlines!
Original comment by PabloInf...@gmail.com
on 29 Aug 2010 at 4:57
In case other people have an issue, a good workaround, when possible, is to
create custom 4:3 resolutions that match the vertical resolution of your
screen. For example, for 1920x1080 you make a 1440x1080 resolution, and so on
and so forth for 960x720, 1200x900, etc. etc. Then set game resolution to
match what you made available and SDL will induce the driver to change to that
mode, pillarboxing the output. To do in nVidia on Windows, for example, nVidia
control panel, change resolution, customize, create custom resolution.
I didn't dig into it, but SDL documentation *suggested* that SDL should have
been pillarboxing automatically if used correctly, which would make this
something worth investigating between SDL and core, not the video plugin.
Original comment by jarrod.b...@gmail.com
on 9 Dec 2012 at 2:45
At least there should be a way to stretch the image to 16:9 full screen,
Glide64 should be able to provide an example how to do that. The android port
also seems to have this feature in both Rice and glN64 plugins. If GE or other
widescreen games are set to 16:9 output as well, the result is quite nice. And
a centered PillarBox is much better than a left-side one.
Original comment by scientif...@gmail.com
on 8 Jan 2013 at 4:24
Another workaround its the pcsx2/pc way, simply override the res in the games,
and add that hack as a cheat. Of course you'll need to do some research on each
game, but if you get zelda/rayman/shadowman etc and the other "jewels" it would
be enough for most people.
Original comment by elmailde...@gmail.com
on 30 Apr 2013 at 5:32
Okay well for anyone who's interested, I'm going to find the code where it
makes an SDL_Window, and force that window to be borderless, and centered
within the horizontal position of the current screen resolution. So you just
specify a 4:3 resolution that fits within the vertical resolution of your
display, and there you have it - correct ratio, just you have to hide the
taskbar, and your desktop will be visible on the sides. But it will work well
for my arcade machine I'm building, where I want to hide the sides of the
widescreen monitor I'm using, to create a traditional 4:3 viewing area.
Shouldn't be an issue to override Windowed mode in this way, the current
implementation just floats the window randomly somewhere on the screen, it's
not even centered, and you can close the game with ESC, no need to press the
red X.
Original comment by domar...@gmail.com
on 22 Dec 2013 at 10:17
@19:
...or, if you're using Openbox, KWin, or any other window manager with
per-application settings, you could just configure the WM to launch it in a
certain position and without borders. That'd be simpler than going code diving.
Original comment by stephan....@gmail.com
on 22 Dec 2013 at 10:24
If you want an advanced graphics plugin with such advanced features then you
have to support this campaign to reach more than 10000 dollar (7000 already
gathered): https://www.indiegogo.com/projects/gliden64-graphics-plugin
Original comment by conc...@web.de
on 2 Sep 2014 at 6:42
Original issue reported on code.google.com by
richard...@gmail.com
on 29 Mar 2008 at 6:29