OpenGL: Fixed crop
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3370 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -833,17 +833,15 @@ void ComputeBackbufferRectangle(TRectangle *rc)
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// The new width and height
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// The new width and height
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FloatGLWidth = FloatGLWidth * Ratio;
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FloatGLWidth = FloatGLWidth * Ratio;
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FloatGLHeight = FloatGLHeight * Ratio;
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FloatGLHeight = FloatGLHeight * Ratio;
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// We need this adjustment too, the -6 adjustment was needed to never show any pixels outside the actual picture
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// The new width and height ratio
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// The result in offset in actual pixels is only around 1 or 2 pixels in a 1280 x 1024 resolution. In 1280 x 1024 the
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float WidthRatio = ((float)FloatGLWidth) / 640.0;
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// picture is only about 2 to 4 pixels (1 up and 1 down for example) to big to produce a minimal margin
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float HeightRatio = ((float)FloatGLHeight) / 480.0;
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// of error, while rather having a full screen and hiding one pixel, than having a one pixel black border. But it seems
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// to be just enough in all games I tried.
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float WidthRatio = ((float)FloatGLWidth - 6.0) / 640.0;
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float HeightRatio = ((float)FloatGLHeight - 6.0) / 480.0;
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// Adjust the X and Y offset
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// Adjust the X and Y offset
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FloatXOffset = FloatXOffset - (IncreasedWidth / 2.0 / WidthRatio / Ratio);
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FloatXOffset = FloatXOffset - (IncreasedWidth / 2.0);
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FloatYOffset = FloatYOffset - (IncreasedHeight / 2.0 / HeightRatio / Ratio);
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FloatYOffset = FloatYOffset - (IncreasedHeight / 2.0);
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//DEBUG_LOG(CONSOLE, "Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f", Ratio, IncreasedHeight, FloatYOffset);
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//NOTICE_LOG(OSREPORT, "Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f", Ratio, IncreasedHeight, FloatYOffset);
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//NOTICE_LOG(OSREPORT, "Crop FloatGLWidth:%1.2f FloatGLHeight:%3.0f", (float)FloatGLWidth, (float)FloatGLHeight);
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//NOTICE_LOG(OSREPORT, "");
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}
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}
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// round(float) = floor(float + 0.5)
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// round(float) = floor(float + 0.5)
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