Zwip-Zwap Zapony
Member
Software rendering renders at the appropriate width/height ratio selected. But hardware rendering (OpenGL) seems to always render at 16:10 (the "green resolutions"), even if that doesn't match up with the width/height ratio selected. See the attached screenshots for an exaggerated example (double width/double height of a "green resolution").
Additionally, in software rendering, HUD elements are scaled based on the multiple of 320x200 resolution one chose (for example 640x399 would have the same HUD resolution as 320x200, but 640x400 would have HUD elements at 2x the width and height of 320x200, offsetting most HUD elements appropriately when applicable), while in hardware rendering (OpenGL), the HUD is assumed to always be scaled up to the selected resolution, regardless of whether the HUD will then be multiplied by an integer amount (like software) or a floating point value (something with decimals). I can provide an "exaggerated screenshot" of this as well if requested.
Additionally, in software rendering, HUD elements are scaled based on the multiple of 320x200 resolution one chose (for example 640x399 would have the same HUD resolution as 320x200, but 640x400 would have HUD elements at 2x the width and height of 320x200, offsetting most HUD elements appropriately when applicable), while in hardware rendering (OpenGL), the HUD is assumed to always be scaled up to the selected resolution, regardless of whether the HUD will then be multiplied by an integer amount (like software) or a floating point value (something with decimals). I can provide an "exaggerated screenshot" of this as well if requested.
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