> The window itself is 256x240. It looks like with -nokeepaspect, suddenly the > resolution specified by -r is interpreted as the window size rather than the client > rectangle size! What the hell?
That's certainly a problem but it's a separate issue, not the fullscreen case.
Chelnov will look ok in full screen mode even with D3D, provided you use an exact resolution of 256x240. This is because MAME reports 256x240 as its native resolution already.
The problem happens if a game has less active lines, say 224, like Toki. Now if you make it run at 256x240 full screen, D3D won't leave the required borders. SDL will, with -nounevenstretch.
Certainly SDL has the proper scaling code. My suggestion is to move the functionality in SDL into the core renderer, so all current and future backends can grab it from there. This is how I have it in GroovyMAME, so BGFX already has integer scaling out of the box.
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