Let HUD use square pixels without ignoring scale

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Let HUD use square pixels without ignoring scale

Postby Jekyll Grim Payne » Mon Aug 23, 2021 12:44 pm

Being able to define a HUD that always uses square pixels but does NOT ignore scaling options doesn't seem like a crazy idea. But currently it's basically impossible. If you use BeginHUD with forcescaled, it'll ignore both aspect ratio and scale.

I've been using hacky workarounds, such as having a wrapper for DrawImage that multiplies scale.y by 0.83333 when hud_aspectscale CVAR is true, but we can agree that's a little silly.

Y-stretching is annoying, and I'd really like an easy option to get rid of it without robbing the player of an ability to change the size of their HUD. I imagine this could be a new argument in BeginHUD.
Last edited by Jekyll Grim Payne on Mon Dec 27, 2021 4:03 am, edited 1 time in total.
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Jekyll Grim Payne
 
 
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Let HUD use square pixels without ignoring scale

Postby Jekyll Grim Payne » Sun Dec 12, 2021 4:31 am

I just wanted to check if this hasn't gone under the radar, because I'd really love this to be addressed at some point (and I'm sure I'm not the only one). The hoops that need to be jumped through to get a non-stretched HUD are a bit too exessive right now, and it'd be great if this could be changed.
User avatar
Jekyll Grim Payne
 
 
 
Joined: 21 Jul 2008
Discord: Agent_Ash#4401
Github ID: jekyllgrim
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)


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