Dullaron |
Diablo III - Dunard #1884
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Reged: 07/22/05
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Posts: 6125
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Loc: Fort Worth, Tx
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Re: Here's an example of the rotate png scanlines...
03/17/16 11:52 AM
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> > 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.
Good old Punch out. That the way the lines go. The way I remember.
W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
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