Re: Re: [pygame] ANN: pyglet 1.0beta1
Stretched pixels, though. I
Re: Re: Re: [pygame] ANN: pyglet 1.0beta1
Ian Mallett [EMAIL PROTECTED] wrote: Stretched pixels, though. If you want your pixels to be square you can alter the glViewport. Richard
Re: Re: Re: [pygame] ANN: pyglet 1.0beta1
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.
Re: Re: [pygame] ANN: pyglet 1.0beta1
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 way to get 640x480 pixel art to look right on a 1024x768 desktop unless you want to blackbox and draw at 62.5% scale. There may 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) the display will look exactly the same as if it was scaled by the monitor. No blurriness. Richard
Re: Re: [pygame] ANN: pyglet 1.0beta1
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) the display will look exactly the same as if it was scaled by the monitor. No blurriness. Fine, you can trade bluriness for having some of your source pixels be twice as long or as high as others. Nice to know you can pick in what way it looks bad, but I don't see how a nearest neighbor scale of 1.65:1 will look good in any meaningful way (i.e. I perfer the bluriness). ...and every monitor I have scales/stretches much better than my openGL drivers do - CRT's stretch and scale nearly perfectly so I assume you must just be thinking of LCD's, but my laptop and HDTV are better than the bilinear filter of my video cards.
Re: Re: [pygame] ANN: pyglet 1.0beta1
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 visuals as a 640x480 display, at only a 4x fill rate hit. For 1280x1024 displays, though (which are somewhat more common), some of the source pixels will stretch out onto two display pixels, where some other source pixels stretch out onto three. -Dave LeCompte
Re: Re: Re: [pygame] ANN: pyglet 1.0beta1
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 art distorted. With aliasing (GL_NEAREST texture env) the display will look exactly the same as if it was scaled by the monitor. No blurriness. Fine, you can trade bluriness for having some of your source pixels be twice as long or as high as others. Nice to know you can pick in what way it looks bad, but I don't see how a nearest neighbor scale of 1.65:1 will look good in any meaningful way (i.e. I perfer the bluriness). As I mentioned in my response to Ian if you want to scale while retaining aspect ratio you just alter the glViewport. Monitors rarely offer this option. I know my old CRT and 6-month-old LCD don't. I can ask the nvidia drivers to perform scaling up to the monitor resolution for me in software while retaining aspect ratio... ...and every monitor I have scales/stretches much better than my openGL drivers do - CRT's stretch and scale nearly perfectly so I assume you must just be thinking of LCD's, but my laptop and HDTV are better than the bilinear filter of my video cards. You are thinking of GL_LINEAR (commonly known as bilinear) scaling, not GL_NEAREST. Richard
Re: Re: Re: [pygame] ANN: pyglet 1.0beta1
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.