A thought

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Shadow Hog

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I've been playing SRB2 in widescreen lately, but I've been wondering. Why is 1680x1050 considered "not aspect correct"? I mean, 1680/1050=1.6, just as 320x200=1.6. If anything, I'm very much a multiple of 320x200, it just happens to be 5.25x the size. This dumb question brought to you by Sprite. Yay for subLYMONal advertising.
 
because it doesn't divide cleanly into 320 and 200.

You need something like:

320x200 (multiple of 1)
640x400 (multiple of 2)
960x600 (multiple of 3)
1280x800 (multiple of 4)
1600x1000 (multiple of 5)
1920x1200 (multiple of 6)
 
Would it be possible to make it search for the ratio instead of integer multiples of 320x200?

Not that it's worth your time to do this crap, seeing as I know and you know it's aspect-correct, so there's really nothing to worry about. I was just wondering.
 
As long as you're in OpenGL, you should be okay. Software is a different story, because you can't have fractions of pixels.
 
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