To achieve pixel-perfect rendering we have to care things such as the discrepancy of centers of pixels and texels (an unfortunate feature of DirectX before version 10) and carefully authoring the graphics so that they fit to the screen and look good in all supported resolutions. Please note that getting pixel perfect rendering out of d3d9 is actually harder than rendering 2d elements that scale up & down with the resolution. The gui is rendered on top the of the scene pixel-perfect with 1:1 mapping between texels and pixels. We just open a window as specified by the config file and render the 3d scene to it. ![]() There is no autodetetection or scaling of the window contents. Hope a solution of anykind will be included in the coming 1.3.7. In general, I think this problem would be gone once and for all if LOG would support (stupid) downscaling below 1024x768 or at least allows scrolling of the option menu like the load menu. Can it be that you use the a "native" autodetected monitor resolution on scaling even in windowed mode (see viewtopic.php?f=12&t=4649&start=20#p49198)? In such cases LOG should just rely on the user selected windowsize and scale to to it, no more fancy autodetection stuff. This multi-monitor setup (report viewtopic.php?f=12&t=4649) was leading me to the guess that there is a mis-detection problem. Hi petri, that was a try to analyze the underlying reason for the multiple times reported "can't access the lower part of the option menu" problem (now around a dozend reports with pretty different setups). The way I understand your problem is that if you start grimrock in a windowed resolution taller than the desktop resolution, part of the window will be cut off. Petri wrote:Badhabit, I just read a couple of posts that you have written during the holidays. People should keep on reporting this bug, if enough people will report this problem the priority in the fixing queue will hopefully (?) rise. Well known and reported problem since vanilla version 1.1.3 (see viewtopic.php?f=12&t=4567, or viewtopic.php?f=12&t=4914 or viewtopic.php?f=12&t=4649 or many more). The only way to recover from this is to manually edit the CFG file. ![]() RFC3251 wrote:Changing the render quality from high to low causes the game to render an image that is bigger than the screen, which leads to all the buttons being inaccessible (making it impossible to revert). Naturally, the game should render things at the correct size, but at the very least there should be a way to apply settings without clicking the "Apply" button (ex., pressing return), or the "Apply" button should be positioned in a better place (ex., top left of the window). The game seems to be (incorrectly) applying this setting to its own screen buffer. Additionally, in this window, the buttons to apply new options also (sometimes) appear "outside" of the screen, making it impossible to change settings.īoth bugs might be related to the fact that the system uses a high-DPI screen, with text scaling set to 150% in Control Panel > Appearance and Personalization > Display. Since there is no way to interactively resize the game window, this makes it impossible to have a window that takes up only part of the screen. The screen in question has a resolution of 1920x1080.Īlso, changing the mode from fullscreen to windowed results in a window that always uses the full height of the screen, even when the resolution is clearly inferior (ex., setting windowed resolution to 1024x768 when the desktop resolution is 1920x1080 results in a 1440x1080 window). Changing the render quality from high to low causes the game to render an image that is bigger than the screen, which leads to all the buttons being inaccessible (making it impossible to revert).
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