• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Resolution settings, screen behaving unexplainably

3 posts in this topic

So I've been trying to get resolution setting to work correctly in my game for a while to no avail. I have a 16:9 ratio which I am trying to keep constant. I am using SDL with openGL. And here's my changing resolution class:


#include "Main.h"

class Resolution{


static void ChangeResolution(SDL_Surface* Screen,int Width,int Height, bool FullScreen){
int Full = 0;
Screen = SDL_SetVideoMode(Width , Height, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL| Full);

glClearColor(0, 0, 0, 0);

glViewport(0, 0, Width, Height);


//glOrtho(0, Width, Height, 0, 1, -1);
glOrtho(0, 960,540, 0, 1, -1);






Now at first I had glOrtho set to scale along with the window size and view port, but that made me see more of the screen as the window size got larger, which wasn't what I wanted. So by setting the camera (glOrtho is like the camera right?) To a constant width and height I was able to always see the same portion of the screen. So far so good.

Now trying the game in window mode, everything works exactly as it should. The game's graphics scale, keeping the aspect ratio, and I always see the same portion of the screen.

Now trying full screen on a 5:4 monitor, this is what I get:


Left: 960x540--- Middle:1024x576--- Right:1200x675

As you can see, only the one in the middle is working as it should, it's stretched to fill the screen, but not stretched to destroy the aspect ratio. The one on the left is keeping it's aspect ratio, but not scaling enough.

The one on the right is getting stretched vertically and the aspect ratio is broken. Why is that? Why would it get stretched like that?
Also, how would I go about centering the screen so that, on the middle monitor, the would be a black space on top and bottom, not just one big one at top?

[i]Additional info:[/i]

When I try this on a 16:10 laptop, I get similar results with the screen not being scaled enough or not being centered, but it never stretched. Even setting it at a huge resolution of 1920,1080. It exactly scales more than the screen such that I only see a small part, but I'm guessing you can't really squeeze a 1920x1080 on a much smaller resolution.

[b]So my question is really: Why is the resolution thing being completely unpredictable? Sometimes it stretches, sometimes it doesn't scale enough, etc.. and how do I fix that?[/b]

Share this post

Link to post
Share on other sites
For each screen size you need to set up a custom glViewport parameters which can be done manually or by formula...
'Width' - a full-screen window width.
'Height' - a full-screen window heght.
I want to do make my screen quadratic (adopting to window width and height) which aligned to center:
glViewport((Width-Height)/2,0,Height,Height); // I took 'Height' as minimal value, so I would have it work on displays which it's width is larget than height
result will look like this:
+-------+--------------+-------+ < my display
'*' - black pixel.
I want to make my screen like film look (let say: 800x320) to get a result like watching a video (with these dimensions) in media player full-screen mode:
float aspectToY = 320.0f/800.0f;
int w = Width;
int h = int(float(w)*aspectToY); //!!! correct me if this is wrong.
glViewport(0, (Height - h) / 2, w, h); // NOTE: this would work if 'height'(ex:320) <= 'width'(ex:800).
the result should be like this (for example if my display would be 800x600):
+---------------------------+ << my display

extra information: OpenGL viewport coordinate system (for glViewport setup):
---------window top-------
|......\offset (x,y)
------------------------> -width
---window bottom-----

As you see (in your screen-shots) screen always aligned on left-bottom corner.
Another thing can be happen:
when your display (monitor) first time using these WxH settings sometimes it could do some shift&amp;scale operation which produces strange screen results...
If this was happend, on LCD\LED monitors do: Menu->Settings->Reset:true

Best wishes, FXACE.

Share this post

Link to post
Share on other sites
Thank you for the very detailed post and explanation FXACE! I really really appreciate it!

So I've successful managed to get it to work like a movie, and it works perfectly in the window. However, back in full screen, I still game very similar results.

We know the viewport is working now, could it be something else? If it helps, when I try to move my mouse into the black bars in the full screen window, sometimes the mouse can't go there, other times it can.

I'm also curious about this part:

[i]Another thing can be happen:
when your display (monitor) first time using these WxH settings sometimes it could do some shift&amp;scale operation which produces strange screen results...
If this was happend, on LCD\LED monitors do: Menu->Settings->Reset:true[/i]

I'm on a laptop, I'm not sure if I have these settings.

Again, thank you very much for all the help so far (and in the other thread too!)

Share this post

Link to post
Share on other sites

I'm also curious about this part:

Another thing can be happen:
when your display (monitor) first time using these WxH settings sometimes it could do some shift&amp;scale operation which produces strange screen results...
If this was happend, on LCD\LED monitors do: Menu->Settings->Reset:true

I'm on a laptop, I'm not sure if I have these settings.

From my own experience:
When I'm launching game application which enters to full-screen mode (640x480) on my monitors (LG FLATRONs 1920x1080 & 1680x1050) some part of game's screen becomes outside display or not fully stretched to entire display (some parts of screen are not used). If I would set Menu->Settings->Reset:true (on 640x480 mode) it would automatically, correctly changed (as I expect) and saves in monitor's memory (to load next time [b]shift/scale[/b] settings when switching to 640x480 again, this settings are customized and located in each resolution mode).

Labtops have some settings for display (accessed with 'fn' key) but I'm not sure do they have [b]these[/b] settings.

If you tested some full-screen applications (with modes:960x540, 1024x576, 1200x675) and they were correctly showed, so this is not a display issue.

I have no experience work with SDL(sorry) but I'm curious about this lines (from your code):

static void ChangeResolution(SDL_Surface* Screen,int Width,int Height, bool FullScreen)
Screen = SDL_SetVideoMode(...)
Is your 'Screen' an output variable too? If yes, you need to change from:
SDL_Surface* Screen // when calling a function with this argument instruct a pointer (which holds an address) would be dublicated
SDL_Surface* &Screen // with this your variable is now linked to input pointer

Best wishes, FXACE.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By Toastmastern
      So it's been a while since I took a break from my whole creating a planet in DX11. Last time around I got stuck on fixing a nice LOD.
      A week back or so I got help to find this:
      In general this is what I'm trying to recreate in DX11, he that made that planet LOD uses OpenGL but that is a minor issue and something I can solve. But I have a question regarding the code
      He gets the position using this row
      vec4d pos = b.var.vec4d["position"]; Which is then used further down when he sends the variable "center" into the drawing function:
      if (pos.len() < 1) pos.norm(); world::draw(vec3d(pos.x, pos.y, pos.z));  
      Inside the draw function this happens:
      draw_recursive(p3[0], p3[1], p3[2], center); Basically the 3 vertices of the triangle and the center of details that he sent as a parameter earlier: vec3d(pos.x, pos.y, pos.z)
      Now onto my real question, he does vec3d edge_center[3] = { (p1 + p2) / 2, (p2 + p3) / 2, (p3 + p1) / 2 }; to get the edge center of each edge, nothing weird there.
      But this is used later on with:
      vec3d d = center + edge_center[i]; edge_test[i] = d.len() > ratio_size; edge_test is then used to evaluate if there should be a triangle drawn or if it should be split up into 3 new triangles instead. Why is it working for him? shouldn't it be like center - edge_center or something like that? Why adding them togheter? I asume here that the center is the center of details for the LOD. the position of the camera if stood on the ground of the planet and not up int he air like it is now.

      Full code can be seen here:
      If anyone would like to take a look and try to help me understand this code I would love this person. I'm running out of ideas on how to solve this in my own head, most likely twisted it one time to many up in my head
      Thanks in advance
    • By fllwr0491
      I googled around but are unable to find source code or details of implementation.
      What keywords should I search for this topic?
      Things I would like to know:
      A. How to ensure that partially covered pixels are rasterized?
         Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved.
         But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty?
      B. A-buffer like bitmask needs a read-modiry-write operation.
         How to ensure proper synchronizations in GLSL?
         GLSL seems to only allow int32 atomics on image.
      C. Is there some simple ways to estimate coverage on-the-fly?
         In case I am to draw 2D shapes onto an exisitng target:
         1. A multi-pass whatever-buffer seems overkill.
         2. Multisampling could cost a lot memory though all I need is better coverage.
            Besides, I have to blit twice, if draw target is not multisampled.
    • By mapra99

      I am working on a recent project and I have been learning how to code in C# using OpenGL libraries for some graphics. I have achieved some quite interesting things using TAO Framework writing in Console Applications, creating a GLUT Window. But my problem now is that I need to incorporate the Graphics in a Windows Form so I can relate the objects that I render with some .NET Controls.

      To deal with this problem, I have seen in some forums that it's better to use OpenTK instead of TAO Framework, so I can use the glControl that OpenTK libraries offer. However, I haven't found complete articles, tutorials or source codes that help using the glControl or that may insert me into de OpenTK functions. Would somebody please share in this forum some links or files where I can find good documentation about this topic? Or may I use another library different of OpenTK?

    • By Solid_Spy
      Hello, I have been working on SH Irradiance map rendering, and I have been using a GLSL pixel shader to render SH irradiance to 2D irradiance maps for my static objects. I already have it working with 9 3D textures so far for the first 9 SH functions.
      In my GLSL shader, I have to send in 9 SH Coefficient 3D Texures that use RGBA8 as a pixel format. RGB being used for the coefficients for red, green, and blue, and the A for checking if the voxel is in use (for the 3D texture solidification shader to prevent bleeding).
      My problem is, I want to knock this number of textures down to something like 4 or 5. Getting even lower would be a godsend. This is because I eventually plan on adding more SH Coefficient 3D Textures for other parts of the game map (such as inside rooms, as opposed to the outside), to circumvent irradiance probe bleeding between rooms separated by walls. I don't want to reach the 32 texture limit too soon. Also, I figure that it would be a LOT faster.
      Is there a way I could, say, store 2 sets of SH Coefficients for 2 SH functions inside a texture with RGBA16 pixels? If so, how would I extract them from inside GLSL? Let me know if you have any suggestions ^^.
    • By KarimIO
      EDIT: I thought this was restricted to Attribute-Created GL contexts, but it isn't, so I rewrote the post.
      Hey guys, whenever I call SwapBuffers(hDC), I get a crash, and I get a "Too many posts were made to a semaphore." from Windows as I call SwapBuffers. What could be the cause of this?
      Update: No crash occurs if I don't draw, just clear and swap.
      static PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format 32, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 24, // 24Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC = GetDC(windowHandle))) return false; unsigned int PixelFormat; if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) return false; if (!SetPixelFormat(hDC, PixelFormat, &pfd)) return false; hRC = wglCreateContext(hDC); if (!hRC) { std::cout << "wglCreateContext Failed!\n"; return false; } if (wglMakeCurrent(hDC, hRC) == NULL) { std::cout << "Make Context Current Second Failed!\n"; return false; } ... // OGL Buffer Initialization glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glUseProgram(myprogram); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, (void *)indexStart); SwapBuffers(GetDC(window_handle));  
  • Popular Now