DirectDrawRenderer=opengl - screen size changeable for final rendering?

Christoph Frick frick at sc-networks.de
Thu Feb 8 12:19:54 CST 2007


On Thu, Feb 08, 2007 at 07:01:04PM +0100, Stefan Dösinger wrote:

> DirectDraw games access the screen directly by using coordinates from
> 0, 0 to with, height. If wine makes the surface bigger the rendering
> will just end up in a corner. The best thing we can do is to scale it,
> but that is what your monitor does if you set a lower resoltution.

thats the point. i dont know how wine handles the ddraw-over-opengl
scenario. i just had very blury graphics in JA2. nothing to wonder
about as i assume at least one quad is drawn with the image as texture.
so the filtering kicks in and voila we have bad image quality.

so i wondered if i could configre somewhere to render this quad
instead of 800x600 like the app wants it but with 1600x1200 i would get
quite some good antialiasing for this old game. this would of course
assume, that wine "fakes" the screen until a redraw, where the polygon is
drawn again.

if i would just change the res of the monitor there i get also some fsaa
for free because the tft would scale it for me - changing the res each
time is a cumbersome task for one how does not like to change res at
all ;)

> So you *may* be able to trick the game into using a different
> resolution, but this will have to be a per-game hack and can't be done
> in general.

assuming that my "render a quad" theory is right it would work to place
a key in the registry, where i would tell the ogl-ddraw-renderer to use
my res instead of the one the apps wants.

-- 
cu
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