> > 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.
Can you clarify one thing? You mention SDL behaving a given way with -nounevenstretch. Can you get me a screenshot of what the result would look like if you specified a resolution that wasn't an integer multiple of either the width or the height?
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