My screen resolution is 1440x900, the status bar is using fullscreenoffsets, and the SBARINFO resolution is unchanged (320x200).
It's very clearly visible that the right graphic is smaller than the left one, even though they both technically should be the exact same size.
Both of these items look like this in TEXTURES (for the left, and right HUD sprites respectively):
Code: Select all
GRAPHIC INVMAXPO, 16, 22
{
OFFSET -9, -8
PATCH MPTNA0, 0, 0
{
Translation "160:167=90:111", "112:127=[0,0,255]:[0,0,2]"
}
}
GRAPHIC INVRESTO, 16, 22
{
OFFSET -9, -8
PATCH MPTNA0, 0, 0 {}
}
Obviously, the only one that sets the left one, which looks correct, apart from the right one, which does not, is the translation, and here's the odd part: If I add “Translation "1=1"” to the second graphic as a dummy, it *does* show up properly.
UPDATE: I found this CAN be reliably recreated with the above method just fine. However, this appears to be a bug with GZDoom's OpenGL mode, which is why I couldn't recreate it in ZDoom.