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StilettoAdministrator
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Reged: 03/07/04
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Re: Question about artwork Aspect Ratio
02/25/12 12:21 AM


> Only because I really love the square-pixel-perfect screen that currently only ddraw
> can deliver with sharp, crisp and clear image quality. D3D always makes the screen
> blurred when you use it together with hardware stretch, and I really hate that blurry
> 'side effect'.

Bilinear filtering. You can disable this, but the stretching artifacts become much more noticeable...

> Also, if you don't enable hws, you will notice lines with different
> degrees of thickness on your game's screen and believe me, if you look closer, you
> will find at least one. This is called by me as a 'distortion' of the original image,
> another undesired D3D side effect.

...As you notice.

"SDLMAME" has a feature called -ues (or unevenstretch) - defaults to on, but you can set to disabled (-nounevenstretch) and then get 1:1 pixels with integer stretching. The downside to this is you will get windowboxing effects when it's not an exact integer stretch.

You can acquire a Windows binary of "SDLMAME" sometimes, or build one yourself with the usual compiling tools and official MAME source. (Technically you shouldn't call it SDLMAME any more since it became part of the actual MAME project...)

I've often wanted this as a feature in standard MAME.

- Stiletto







Entire thread
Subject Posted by Posted on
* Question about artwork Aspect Ratio R.Coltrane 02/24/12 03:17 PM
. * Re: Question about artwork Aspect Ratio Mr. DoAdministrator  02/24/12 06:18 PM
. * Re: Question about artwork Aspect Ratio R.Coltrane  02/24/12 09:07 PM
. * Re: Question about artwork Aspect Ratio R.Coltrane  02/24/12 09:18 PM
. * Re: Question about artwork Aspect Ratio Mr. DoAdministrator  02/24/12 10:39 PM
. * Re: Question about artwork Aspect Ratio R.Coltrane  02/25/12 12:01 AM
. * Re: Question about artwork Aspect Ratio StilettoAdministrator  02/25/12 12:21 AM
. * Re: Question about artwork Aspect Ratio R.Coltrane  02/25/12 12:37 AM

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