Closed chewi closed 8 years ago
Because of #5, I didn't realise that I was using the X11 backend rather than the SDL one. Behaviour is mostly the same except that Resolution=3.0
now makes it segfault.
3.0 scaling would create a 1440px height with forced 4:3 ratio, so I guess SDL refuses to create the surface and the error is not catched up properly. But this can be fixed later, the feature by itself looks nice (I have to see how this looks)
2.0 would be 1280x960 but my display only supports 1280x1024 and that's what it ends up using. I guess it rounds up? My display has a max height of 1080 so maybe 1440 being larger causes the segfault.
This patch is included with the GOG release of Tomb Raider so evidently they thought it was good enough.
See http://www.vogons.org/viewtopic.php?t=26313 for details.
Note that although it works, I have found setting the resolution to be a little sketchy. My native resolution is 1920x1080 while it assumes 4:3. If I set
Resolution=0
, I just get 640x480. If I setResolution=3.0
which I guess is a width of 1920, it is the right size but fullscreen breaks somehow. If I setResolution=2.0
, which I guess would be 1280, it actually works very well.