On Thu, Feb 08, 2007 at 07:01:04PM +0100, Stefan Dösinger wrote: > DirectDraw games access the screen directly by using coordinates from > 0, 0 to with, height. If wine makes the surface bigger the rendering > will just end up in a corner. The best thing we can do is to scale it, > but that is what your monitor does if you set a lower resoltution.
thats the point. i dont know how wine handles the ddraw-over-opengl scenario. i just had very blury graphics in JA2. nothing to wonder about as i assume at least one quad is drawn with the image as texture. so the filtering kicks in and voila we have bad image quality. so i wondered if i could configre somewhere to render this quad instead of 800x600 like the app wants it but with 1600x1200 i would get quite some good antialiasing for this old game. this would of course assume, that wine "fakes" the screen until a redraw, where the polygon is drawn again. if i would just change the res of the monitor there i get also some fsaa for free because the tft would scale it for me - changing the res each time is a cumbersome task for one how does not like to change res at all ;) > So you *may* be able to trick the game into using a different > resolution, but this will have to be a per-game hack and can't be done > in general. assuming that my "render a quad" theory is right it would work to place a key in the registry, where i would tell the ogl-ddraw-renderer to use my res instead of the one the apps wants. -- cu
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