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[fixed] Screwed up aspect ratio correction for 5:4 screens

Posted: Mon Nov 27, 2006 4:36
by Nuxius
This stems off of this topic at Doomworld:

http://www.doomworld.com/vb/showthread. ... adid=37520

Basically, the problem is that when you turn on 5:4 correction, GZDoom squashes the display in the wrong direction, thus making the problem worse, instead of fixing it.


GZDoom, 720*576 (lowest 5:4 there is), no correction:
http://img465.imageshack.us/img465/5360 ... ionor7.png

Turning on 5:4 correction.... [angry_nintendo_nerd]Well, that really accomplished a lot![/angry_nintendo_nerd]:
http://img182.imageshack.us/img182/7483 ... ionxn8.png

A altered screenshot of how it should (roughly) look:
http://img488.imageshack.us/img488/8361 ... iondd7.png

A Vanilla Doom screenshot blown up 200 percent, for comparisons sake:
http://img146.imageshack.us/img146/3204/vdoomfg5.png


And there you have it. :)

Posted: Tue Nov 28, 2006 2:02
by lemonzest
Yes i also noticed this, ZDoom squeezes the image down, and shows a little more in the top and bottom, GZDoom stretches the image upwards making everything look too thin

Posted: Wed Nov 29, 2006 0:29
by lemonzest
will this need fixing in zdoom or is it a purely gzdoom thing?

Posted: Wed Nov 29, 2006 1:17
by Graf Zahl
It was a GZDoom only problem. The aspect ratio information for the software renderer was not suitable for OpenGL.

Posted: Sat Dec 02, 2006 9:37
by Nuxius
Glad to see you were able to fix it. Thanks a ton, Graf. :)
Graf Zahl wrote:The aspect ratio information for the software renderer was not suitable for OpenGL.
Strange that it would make it do that, though. Seems like it would just not do anything then, or garble the screen up... Heh, goes to show you how much I know about these things. ;)

Posted: Sat Dec 02, 2006 9:45
by Graf Zahl
I have absolutely no idea how the software renderer is getting the correct ratio from the values stored for 5:4. In the end it was easiest for me to create a new table with the correct aspect ratios.