Much as I like all the pyglet discussion, this is getting really
off-topic from PyGame... I've created this page which summarises the
issue in pyglet and the various options available to developers:
http://groups.google.com/group/pyglet-users/web/issues-with-full-screen-resolution
Cheers
Alex.
Brian Fisher <[EMAIL PROTECTED]> wrote:
>
> On Nov 12, 2007 3:29 PM, Richard Jones <[EMAIL PROTECTED]>
> wrote:
> > > be a lot of 3d apps where resolution doesn't matter, but the
> bluriness
> > > of scaling 1.65 does kill small text and make crisp sharp lines look
> > > bad, and it makes pixel
On Nov 12, 2007 3:29 PM, Richard Jones <[EMAIL PROTECTED]> wrote:
> > be a lot of 3d apps where resolution doesn't matter, but the bluriness
> > of scaling 1.65 does kill small text and make crisp sharp lines look
> > bad, and it makes pixel art distorted.
>
> With aliasing (GL_NEAREST texture env)
Brian Fisher <[EMAIL PROTECTED]> wrote:
> On Nov 12, 2007 1:24 PM, Alex Holkner <[EMAIL PROTECTED]> wrote:
> > OpenGL provides many ways to scale a 640x480 viewport up to a higher
> > resolution, with or without aliasing (I suspect in this use-case you'd
> > prefer the aliasing).
> >
> there's no w
On Nov 12, 2007 3:35 PM, Richard Jones <[EMAIL PROTECTED]>
wrote:
> Ian Mallett <[EMAIL PROTECTED]> wrote:
> > Stretched pixels, though.
>
> If you want your pixels to be square you can alter the glViewport.
>
I meant like larger ones.
"Richard Jones" <[EMAIL PROTECTED]> said:
> With aliasing (GL_NEAREST texture env) the display will look exactly the
> same as if it was scaled by the monitor. No blurriness.
If your rendering window is an exact multiple of the target resolution,
sure - a 1280x960 window can provide the same visu
Ian Mallett <[EMAIL PROTECTED]> wrote:
> Stretched pixels, though.
If you want your pixels to be square you can alter the glViewport.
Richard
Stretched pixels, though.
I