HUD sprite scaling

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Expand view Topic review: HUD sprite scaling

Re: HUD sprite scaling

by Ludicrous_peridot » Sun Nov 21, 2021 8:52 am

Maybe that's not directly related but weapon sprite scaling looks weird when in resolutions with aspect ratios less than 1.3. E.g. on a portrait 1024x1280 hand with pistol occupies 1/3 of the screen. This isn't intended, right?

Re: HUD sprite scaling

by Nash » Tue Nov 16, 2021 9:56 pm

Thanks Xaser. Yes, I'd still very much like a way to simply just scale the weapon sprite without messing with overlays.

Re: HUD sprite scaling

by Xaser » Tue Nov 16, 2021 9:26 pm

Image

Finally got around to making a PR for this, on a whim: https://github.com/coelckers/gzdoom/pull/1508

Yeah, we've got A_OverlayScale now, but it's not as convenient and doesn't work in the software renderer (for all 3 of us that use it :P ). More details n' such in the PR.

HUD sprite scaling

by Iniquitatis » Wed Sep 25, 2019 4:41 am

Discussion: viewtopic.php?f=4&t=65943

Not yet sure, if this is a feature request or a bug report, but in any case there's no proper option to control scaling/stretching of active weapon's HUD sprite*, which could help to prevent that 1:1.2 aspect ratio correction.
Or HUD sprite just doesn't respect the PixelRatio property from the MAPINFO** lump.

* — Or PSprite?
** — Seems less logical, because this is a map property.

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