View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006260 | Valley 1 | Suggestion - UI Ideas | Feb 29, 2012 12:28 pm | Feb 29, 2012 3:37 pm | |
Reporter | TNSe | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | not fixable | ||
Product Version | 0.586 | ||||
Summary | 0006260: Allow setting a different resolution than your game is displayed at. | ||||
Description | This suggestion is somewhat related to id 4181, although I find it to be dissimilar in some ways. I would like to set a resolution to render the game at (like 1680x1050), and then have it shown in WINDOWED mode at 1024x640. In effect, you would render to a surface that is 1680x1050, but then scale it down to the 1024x640 display window when flipping to screen for windowed. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I don't even begin to know how to do that, especially with the unity engine. |
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I can't really help you with the unity engine, but in generic OGL/D3D programming it should be fairly simple. |
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Do you have any links to that topic? |
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This is rather simple to do, but might be performancedegrading. Basically, you need to render to a target buffer, and then render this buffer to the backbuffer (can replace the glClear) before SwapBuffers. Sadly I do not know OpenGL well enough anymore, but think of it this way: You render to a virtual screen (1680x1050) (a buffer -> texture) and later you render this texture onto a square (the Windows window) with the above texture. Obviously will eat more fillrate, but will allow me to play windowed mode without getting part of the game view occluded. |
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Unlikely prior to 1.0, but thanks for the info. |
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I had a hard time finding a link, as most tutorials and samples render 3D worlds, and do not need to deal with this. This is the closest I get. http://www.swiftless.com/tutorials/opengl/framebuffer.html Optionally, you might get away by rendering the 2D tiles of the world with a scalar. ie, if you are using glBegin(GL_QUADS); glVertex2f(x1, y1); glVertex2f(x2, y1); glVertex2f(x2, y2); glVertex2f(x1, y2); glEnd(); you'd prescale x1/x2 and y1/y2 by a scalar. xScalar = windowSizeX / renderSizeX; yScalar = windowsSizeY / renderSizeY; |
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None of that will work with Unity directly, unfortunately, but I imagine I can get a similar effect with render textures there. That messes with the system requirements, however, and adds some other complexity, so it's something that would have to be optional-on for folks like yourself that wanted it. And remember that it would be scaling down the text and other GUI elements, too, not just the regular view... unless we added in yet more complexity. Hence my reluctance to do that anytime soon, especially when we have three weeks to finish the rest of everything prior to 1.0. |
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Fair enough, this is just a simple request, not a showstopper. I like watching videos while playing games, and the playingfield gets too small in windowed mode. (Bosses are like way off screen, but visible in fullscreen). |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 29, 2012 12:28 pm | TNSe | New Issue | |
Feb 29, 2012 12:29 pm | Chris_McElligottPark | Internal Weight | => New |
Feb 29, 2012 12:29 pm | Chris_McElligottPark | Note Added: 0020028 | |
Feb 29, 2012 12:29 pm | Chris_McElligottPark | Status | new => closed |
Feb 29, 2012 12:29 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 29, 2012 12:29 pm | Chris_McElligottPark | Resolution | open => not fixable |
Feb 29, 2012 1:13 pm | TNSe | Note Added: 0020029 | |
Feb 29, 2012 1:15 pm | Chris_McElligottPark | Note Added: 0020030 | |
Feb 29, 2012 2:44 pm | TNSe | Note Added: 0020034 | |
Feb 29, 2012 2:46 pm | Chris_McElligottPark | Note Added: 0020036 | |
Feb 29, 2012 2:46 pm | Chris_McElligottPark | Status | closed => considering |
Feb 29, 2012 3:03 pm | TNSe | Note Added: 0020040 | |
Feb 29, 2012 3:10 pm | Chris_McElligottPark | Note Added: 0020041 | |
Feb 29, 2012 3:37 pm | TNSe | Note Added: 0020042 |