03 December 2022, 13:23 | #1001 |
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yes the wall texture vertical scale or horizon seems to show an issue, if you look up at where the wall meets the ceiling and move away from said wall more of the wall texture gets reviled. its subtle but not right.
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03 December 2022, 14:31 | #1002 |
Alien Bleed
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Yes, this is it. However it's hard to know if the wall texture is wrong or the floor/object perspective is wrong. Like a man with two watches trying to figure out the time.
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03 December 2022, 15:53 | #1003 |
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@karlos
if i change FS_HEIGHT in hirers.s from 232 to 240 it renders correct but over draws the bottom status bar, i can only imagine the small screen top offset is still applied for full screen? or something Last edited by abu_the_monkey; 03 December 2022 at 16:00. |
03 December 2022, 16:15 | #1004 |
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I'll try to have a look into this later. In any event, I still need to fix the coordinate transformation for bitmap objects. I am starting to wonder if 288 was chosen specifically because it allowed for very simple integer scaling compared to the 3/5 stuff we have at 320 wide.
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03 December 2022, 18:17 | #1005 |
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My guess is that 2/3 scaling was applied to both, X and Y coordinates. But with 320 resolution we’d need to apply separate scaling for x and y?
(PS: 1005 posts! That escalated fast ) |
03 December 2022, 18:20 | #1006 |
Alien Bleed
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I'd rather apply 3/5 universally and increase the height if needed than start applying different scale factors. It will get messy at some point, for sure.
The messages that we are missing should probably be rendered closed caption style on the main screen. |
03 December 2022, 18:30 | #1007 |
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The other day I played with the vertical size adjustment and noticed the background border bars are drawn in the exposed area. Does that mean we're drawing and then overdrawing the back panel every frame? If so, there's an easy performance win.
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03 December 2022, 19:31 | #1008 |
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The other idea to counter the uneven scale would be to scale evenly but use the existing “letterbox” mechanism to shrink down to 232 lines.
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03 December 2022, 19:34 | #1009 | |
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Quote:
No, what happens is that the background will be redrawn just once when you change the vertical size. In fact, it’ll be unpacked from LHA, that’s why it’s a bit slow. Increasing the vertical size does not redraw the frame. |
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03 December 2022, 20:20 | #1010 | |
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Quote:
In any case maybe the status display could be reworked into an on-screen HUD. |
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03 December 2022, 20:51 | #1011 |
Alien Bleed
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Wow, really? I thought it was just decompressed on load to a buffer somewhere.
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03 December 2022, 21:26 | #1012 |
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It was easier to implement decompressing each time
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03 December 2022, 21:26 | #1013 |
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04 December 2022, 00:08 | #1014 | |
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Quote:
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04 December 2022, 21:48 | #1015 |
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@pipper as per the PR feedback, I'm looking at a diff of the double width branch compared to main but I'm not seeing the wood for the trees on the billboard scaling. Could just be post COVID brainfog.
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04 December 2022, 22:10 | #1016 |
Alien Bleed
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No wait, I'm being thick. Pretty sure BitMapObj is the place to start lol
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05 December 2022, 20:48 | #1017 |
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@pipper
In the end, the only way I could get polygon and billboard objects to work in fullscreen was a bit fugly. The object rotation code continues with the existing depth scale of 1.5, but when we enter a bitmap drawing path, we have to rescale the depth of the bitmap by 0.9 (this is the end result of dividing the old scale by the new one). This depth correction then causes all bitmap objects to scale and rotate correctly. I've pushed it all to the PR but part of exploring the drawing code and making sense of it resulted in more "style updates" as well. Last edited by Karlos; 06 December 2022 at 11:07. |
05 December 2022, 21:28 | #1018 |
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Cool! I appreciate you muddling through all of this!
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05 December 2022, 22:06 | #1019 |
Alien Bleed
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I can't quite fathom why fixing it in the rotation code both breaks the polygon rendering and simultaneously has no impact on billboards either. I spent some time trying to "do it right" but, well, here we are. It works.
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06 December 2022, 10:28 | #1020 |
Alien Bleed
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@pipper - Am I OK to squash and merge?
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