> If this value were provided in the render_primitive_list, then my SDL implementation > would know the bounds of the rectangle that it needs to fit to the screen.
You shouldn't need to do that, because assuming you don't actually want to distort the games, both the stock SDL and Windows implementations do the right thing. It sounds like your implementation is behaving like stock SDL with the -nounevenstretch switch, which guarantees only pure integer scaling. (Integer scaling often looks better when scrolling and on certain kinds of displays, but at the cost of windowboxing the image if the math doesn't work out).
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