Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

SirKnight

widescreen

This topic is 6274 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have been messing around w/ trying to get OpenGL to run my scene in a 16:9 widescreen mode but its not working like i hoped. What i did was put 16.0f/9.0f in the aspect part of the gluPerspective function of course to get the aspect part correct. Then i knew i needed to use a diff res than what we are all used to running at (this is all in fullscreen BTW). So i decided i want the horazontal pixel size to be 1024, and after some quick simple math, i figured out i needed the vertical to be 576. Ok so now i have the aspect of 16/9 in gluPerspective and my res of 1024x576 in glViewport and even though it does show every thing somewhat correct, its not like i hoped. I wanted two black bars, one on top of the screen and the other on the bottom, just like when you view a 16:9 movie on a regualr tv. But instead i got one fat black bar on the top of the screen and my scene (which right now is just a spinning triangle ) is all underneeth it. How would i go about setting up the projection matrix to project my scene where it looks like a widescreen movie on a tv? Also i dont just want to do a quick hack and draw two black quads on the screen to simulate this either. I hope this is possible to do. -SirKnight

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!