[Fixed] Calculation bug in vid_showcurrentscaling

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Calculation bug in vid_showcurrentscaling

Postby Ihavequestions » Mon Dec 06, 2021 8:10 pm

There's a bug in the way the reported resolutions are calculated for vid_showcurrentscaling in LZDoom (GZDoom gets the calculation right).

The game seems to apply vid_scalefactor to the reported 'real resolution,' resulting in both a falsely reported 'real resolution' as well as a falsely reported 'emulated resolution.'

E.g., at an actual resolution of 1920 x 1080 with vid_scalefactor set to 0.5, the 'real resolution' is reported to be 960 x 540 where it should be 1920 x 1080 and the 'emulated resolution' is reported to be 480 x 270 where it should be 960 x 540.
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Joined: 12 Jul 2021
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Calculation bug in vid_showcurrentscaling

Postby drfrag » Tue Dec 07, 2021 2:01 pm

I think it's fixed, vid_scaletowidth and vid_scaletoheight were also broken.
GetClientWidth() and GetClientHeight() were not available then so i used GetWith() and GetGeight() and they were not the same. Now i've added virtuals to DFrameBuffer.
Hope i've done it right.
https://github.com/drfrag666/gzdoom/com ... f2940bb048
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Joined: 23 Apr 2004
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Discord: drfrag#3555
Github ID: drfrag666

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