Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Uneven fullscreen scaling (Issue #1267)

2023-12-23 Thread Ralph Versteegen via Ohrrpgce
But choosing a resolution that's an exact fraction of 1920x1080 isn't a solution, because then the scaling will still appear jagged/uneven on monitors of other resolutions. The new fractional-bilinear scaling in gfx_sdl2 is a complete solution because it gets rid of the unevenness completely.

Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Uneven fullscreen scaling (Issue #1267)

2023-12-23 Thread Nowe via Ohrrpgce
As I am very stupid, I spent a bunch of time wondering why it couldn't scale properly only due to the fact that 320x6=1920... ignoring the fact that the height would be 1200, over the 1080 limit. I kind of just assumed the default resolution would be perfectly scalable and never questioned it

Re: [Ohrrpgce] [ohrrpgce/ohrrpgce] Uneven fullscreen scaling (Issue #1267)

2023-12-23 Thread Ralph Versteegen via Ohrrpgce
320x200 (8:5) and 1920x1080 (16:9) are different aspect ratios, so you should see two black bars at the left and right of the screen when fullscreened. Right? Fullscreen on that monitor, the zoom ratio should be 5.4x. Using naive scaling (as in gfx_sdl2 in the hróðvitnir version) that should

[Ohrrpgce] [ohrrpgce/ohrrpgce] Uneven fullscreen scaling (Issue #1267)

2023-12-23 Thread Nowe via Ohrrpgce
I was unable to find anyone else mentioning this, so I am a bit confused. The image, even when at the default 320x200 resolution, is very improperly scaled in fullscreen mode, with pixels noticeably bigger or smaller than others, and it is very distracting. Text looks very bad with this. Is