Stretched pixels, though.
I
Ian Mallett [EMAIL PROTECTED] wrote:
Stretched pixels, though.
If you want your pixels to be square you can alter the glViewport.
Richard
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.
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
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
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
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.
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.