> Best I could manage with my phone. The image is richer, and the colors brighter, than > either D3D and png, or HLSL, because they're actual hardware scanlines produced by > the synthesis of the resolution with the right png file. And the image isn't being > 'masked'.
Vertical games shouldn't have horizontal scanlines. It's not a matter of opinion because the beam actually scans across the long dimension of the monitor. So horizontal scanlines for a horizontally oriented monitor and vertical for a vertically oriented monitor.
If you think that's wrong though, here's why. In many/most of the CRT arcade monitors you'll see, the the shadow mask is course and the beam is too wide to see scanlines. So instead of the scanlines you might see the shadow mask/aperture grille instead.
So on CRTs with a vertical RGB stripe mask like trinitron: https://en.wikipedia.org/wiki/Trinitron you could see vertical stripes on a horizontal monitor (and the other way around too). But those stripes definitely aren't the scanlines from the electron beam scanning across the screen. Which again, is not a matter of opinion or debate. It's just the way it is.
EDIT: If you like horizontal lines on your vertical games that's fine. Just call them a "low res approximation of an aperture grille pattern" and not "scanlines" so nobody's head explodes when they read it
EDIT2: I'm a picture of a horizontal monitor showing vertical stripes from the aperture grille. And you can see that the actual scan lines aren't visible at all.
[ATTACHED IMAGE - CLICK FOR FULL SIZE]
Edited by SoltanGris42 (03/17/16 07:34 AM)
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