HUD sprite scaling

Remember, just because you request it, that doesn't mean you'll get it.

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Iniquitatis
Posts: 49
Joined: Sat Oct 24, 2009 1:23 am
Graphics Processor: nVidia (Modern GZDoom)

HUD sprite scaling

Post by Iniquitatis »

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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Xaser
 
 
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Joined: Sun Jul 20, 2003 12:15 pm

Re: HUD sprite scaling

Post by Xaser »

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.
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Nash
 
 
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Location: Kuala Lumpur, Malaysia

Re: HUD sprite scaling

Post by Nash »

Thanks Xaser. Yes, I'd still very much like a way to simply just scale the weapon sprite without messing with overlays.
Ludicrous_peridot
Posts: 15
Joined: Sun Aug 09, 2020 2:46 pm

Re: HUD sprite scaling

Post by Ludicrous_peridot »

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?

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