Open TotoShampoin opened 5 years ago
@polluks do you reckon it would be possible to integrate hqx into Oricutron? Does it mix well with SDL?
The main trouble is see in any case is it looks like this library is not actively developed anymore, as the links to the "original" library all point to the Wayback Machine...
There seems to be a recent port though (https://github.com/grom358/hqx/) but as stated it uses the DevIL library (http://openil.sourceforge.net/), so again I'm not sure if this plays well with SDL...
I see, at least this emulator uses both libraries http://dgen.sourceforge.net
@polluks No, I'm not looking for hqx but for a zoom feature.
Now you mention... Why not hqx
What you want is actually proper HighDPI support.
Essentially, that is support for monitors where the pixel count is so high that it does not make sense anymore to match generated pixels with the host platform pixels and some form of scaling must be implemented.
2x, 3x versions are a stop gap solution since monitors resolution keeps increasing and it is probably better to implement generic scaling instead like many other emulators do. WinUAE (Amiga emulator) implements integer scaling which allows to keep the same amount of host platform pixels per emulated pixels even if that is just an approximation of the Amiga original pixel format (they are not square).
Hqx is just one particular way to implement scaling (and frankly I am not a fan since it does not properly represent the original platform video output) but it is not strictly necessary for the result you want.
Just implementing integer scaling would be fine as an early step.
Note that @ThomHarte (of CLK fame) did go with non-integer scaling and that it does work quite well, but he uses a very different method to generate the actual video output.
@nekoniaow An integet scaling is actually the best idea :o
Hello, this is not an issue but a feature request...
I have a 1920x1080 screen, and the oricutron window is very small... So it would be nice if it was possible to change the size of the screen in both rendering :
For pixel fans or those who have a very small screen
1x (Both rendering)
1x widescreen (OpenGL only)

The one that is already there
2x (Both rendering) 2x widescreen (OpenGL only)
This one is more interesting for modern screens
3x (Both rendering)
3x wide screen (Both rendering (only this zoom has a regular grid in widescreen (1 pix = 4x3)))

And eventually...
4x (Both rendering) 4x widescreen (OpenGL only)