Opened 4 years ago
Last modified 2 years ago
#12475 new defect
GFX3D: Aspect ratio of 3D Games is wrong when Aspect Correction is OFF
Reported by: | rsn8887 | Owned by: | |
---|---|---|---|
Priority: | normal | Component: | Graphics |
Version: | Keywords: | ||
Cc: | Game: |
Description (last modified by )
3D games should be drawn with black bars as needed to maintain correct aspect ratio. Currently, they are always stretched to Window size, unless Aspect Correction is ON.
Even when Aspect Correction if OFF, drawing should be done adhering to the stretch mode selected by the user, e.g. "Fit to window", "Fit to window (4:3)". Currently, "Stretch to window" is forced for 3D games it seems.
Attachments (2)
Change History (8)
by , 4 years ago
Attachment: | IMG_4058.jpeg added |
---|
by , 4 years ago
Attachment: | IMG_4059.jpeg added |
---|
comment:2 by , 4 years ago
Description: | modified (diff) |
---|---|
Summary: | Aspect ratio of 3D Games is wrong, they are always stretched to Window/Screen size. → Aspect ratio of 3D Games is wrong when Aspect Correction is OFF |
comment:3 by , 4 years ago
Priority: | blocker → normal |
---|
comment:4 by , 3 years ago
Oh, I didn't realize you could force aspect ratio correction that way. I already filed a bug report about the missing stretch mode support in https://bugs.scummvm.org/ticket/11894 though mine was limited to Grim Fandango.
comment:6 by , 2 years ago
Summary: | Aspect ratio of 3D Games is wrong when Aspect Correction is OFF → GFX3D: Aspect ratio of 3D Games is wrong when Aspect Correction is OFF |
---|
I think the OpenGL3D graphics manager should adhere to the stretch mode selected by the user. E.g. "Fit to window", "Fit to window (4:3)" etc. instead of always doing the horrible "Stretch to window".