Search found 25 matches

by gord
Mon Mar 24, 2008 12:41 am
Forum: General Discussion
Topic: The Bizarre Adventures Of Woodruff And The Schnibble
Replies: 51
Views: 45115

y'kknow what would be great if this gets supported, some sort of fan-sub for it, the fact that this game is fully voiced with no subtitles used to really bug me back in the day
by gord
Tue Jul 17, 2007 10:27 am
Forum: General Discussion
Topic: HIGH RESOLUTION SCUMMVM ICONS - CHECK EM OUT!
Replies: 251
Views: 309554

Re: Monkey 4 on Linux

Well, I think there's a way; it's called Cedega - a Direct3D-fork of Wine. Seems to work fine in Linux . I'll see what I can do. Perhaps I'll do a Grim Fandango icon for when GrimE is stable? Perhaps Monkey 4 will be supported later on as well. escape from monkey island works *fine* in WINE (http:/...
by gord
Mon Jul 02, 2007 11:33 am
Forum: General Discussion
Topic: HIGH RESOLUTION SCUMMVM ICONS - CHECK EM OUT!
Replies: 251
Views: 309554

Re: SVG-versions... Uhm.

Thing with SVG (Scalable Vector Graphics) is that they're using vector graphics (duh) for scaling. And to my knowledge, using a rasterimage inside a SVG wouldn't change much as of the quality of the scaling. Because, you know, bitmaps doesn't use vectors. Converting these to SVGs would require 100%...
by gord
Mon Jul 02, 2007 2:33 am
Forum: General Discussion
Topic: HIGH RESOLUTION SCUMMVM ICONS - CHECK EM OUT!
Replies: 251
Views: 309554

great stuff :)

would be nice to see some svg versions if possible as well, i realise its prolly more headaches for windows/mac people but for us linux/gnome users it means we can resize to our hearts content and always get 100% quality :)
by gord
Thu Aug 03, 2006 6:31 am
Forum: General Discussion
Topic: In-jokes and references
Replies: 21
Views: 19567

and lets not forget the obvious one from comi, namely the stage light switching puzzle showing a picture of max.
by gord
Mon Jul 31, 2006 8:54 am
Forum: General Discussion
Topic: Which is the best graphics mode to go for?
Replies: 2
Views: 18216

generally with scalers you'll prolly want either the Advance scalers or HQ scalers (the higher the scaler size the better quality you will get), the advance scaler doesn't blur image at all, it just finds shapes of single colours (kinda) in the image and produces double (or triple) the detail in the...
by gord
Mon Jul 31, 2006 8:03 am
Forum: General Discussion
Topic: How to get larger scaling with minimal new code
Replies: 3
Views: 5002

i don't like the idea of a 'plug-in' scaler, for an open source program plugin apis seem unnessasery, why should someone have to goto website x to get plugin y just so they can do z. if the software is needed then surely its just better to integrate it into scummvm. this does seem to be a case where...
by gord
Fri Jul 28, 2006 11:13 pm
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

to get that kind of effect you either have to have a new Mac, windows Vista or linux running xgl(or aiglx)/compiz. an opengl solution meens the problem is fixed for 95% of people, including ports to consoles that have an opengl implimentation. just leaving it be meens the problem is solved for 10% o...
by gord
Thu Jul 27, 2006 11:24 pm
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

I don't see why one has to go through OpenGL to get the image stretched properly to fullscreen. As I see it this is a 2D-2D operation and relying on (potentially) 3D APIs does not feel right. There are still ways to do 2D gfx properly, as scummvm demonstrates with SDL. Of course, supporting arbitra...
by gord
Thu Jul 27, 2006 5:10 am
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

i beleve opengl 2.0 is far far too new yes :) you could write something to use opengl 2.0 but you'd alienate a lot of people, i think for something like ScummVM its best to stick to what works on the most ammount of setups within a reasonable degree. and no its not something that can be fixed on the...
by gord
Wed Jul 26, 2006 11:32 pm
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

can we get back to the actual issue please? cutting up the texture is something that is generally done because the original surface is not a power of two texture, for example the mega-drive runs at 320x240, i had to cut it into two parts, 255x255, 64x255, obviously its a little big as well so the qu...
by gord
Tue Jul 25, 2006 1:28 am
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

most graphics cards these days have a fairly high texture limit, even if they don't a large texture can be cut up into smaller textures nice and quickly by using glPixelStorei. i had to do that because my graphics card doesn't support non power of two textures and the mega-drive runs at 320x240. a q...
by gord
Mon Jul 24, 2006 8:58 pm
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

its not really hard to do, iv impimented an opengl version of the mega-drive emulator gens from an sdl only version. its just as simple as sending the display data to a texture and rendering that as a quad on the screen.

scummvm seems to be more of a 'use sdl or lump it' dealy though
by gord
Fri Jul 21, 2006 6:18 am
Forum: Help and Support
Topic: No real fullscreen with linux
Replies: 16
Views: 14333

if your using the debian port then there is a good chance that it isn't linked to your x server, its dead easy to install scummvm on ubuntu just untar the source somewhere and... sudo apt-get build-dep scummvm cd <source dir> ./configure make sudo make install that will use a version of sdl that is ...
by gord
Fri Jul 21, 2006 6:12 am
Forum: General Discussion
Topic: Scalers
Replies: 42
Views: 37164

to put it simply, scaling increases the size of a window by 2x or 3x. opengl can make a window any size you want.