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Right now, we do have a hardcoded aspect ratio in the VGA Emulator that is equivalent to the classical WIDE setting on many VGA wide screen displays where 4:3 images are stretched to fit the screen.
This WIDE setting is optimized for displaying Q-TRIS: Q-TRIS simply looks best in this setting.
Now, that the VGA emulator is obviously (! 😄 ) used for not only running Q-TRIS but also other software, we need to overcome the hardcoded aspect ratio:
Add a Q> command such as aspect to the emulator, where the user can enter things like aspect 4:3 (equivalent to aspect standard, equivalent to ``aspect 1.3333) and aspect wide` (equvalent to `aspect q-tris`) and also `aspect `.
In WASM: Make sure that the JavaScript that currently statically initializes the size of the WASM container becomes so flexible that the WebGL window inside the browser is also being resized (needs also some messaging between the WASM application and the JavaScript)
In WASM we do not have access to the emulator console. There, we need to offer some keyboard combinations (that are then to be documented here) to allow the user to change the aspect ratio
When all this works: Change the standard to 4:3
The text was updated successfully, but these errors were encountered:
Right now, we do have a hardcoded aspect ratio in the VGA Emulator that is equivalent to the classical
WIDE
setting on many VGA wide screen displays where 4:3 images are stretched to fit the screen.This WIDE setting is optimized for displaying Q-TRIS: Q-TRIS simply looks best in this setting.
Now, that the VGA emulator is obviously (! 😄 ) used for not only running Q-TRIS but also other software, we need to overcome the hardcoded aspect ratio:
Add a
Q>
command such asaspect
to the emulator, where the user can enter things likeaspect 4:3
(equivalent toaspect standard
, equivalent to ``aspect 1.3333) and
aspect wide` (equvalent to `aspect q-tris`) and also `aspect `.In WASM: Make sure that the JavaScript that currently statically initializes the size of the WASM container becomes so flexible that the WebGL window inside the browser is also being resized (needs also some messaging between the WASM application and the JavaScript)
In WASM we do not have access to the emulator console. There, we need to offer some keyboard combinations (that are then to be documented here) to allow the user to change the aspect ratio
When all this works: Change the standard to 4:3
The text was updated successfully, but these errors were encountered: