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view aspect A6/A7
#303132
12/25/09 17:27
12/25/09 17:27
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
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Just a small question... is there any change in how the aspect of a view is calculated from A6 to A7?
I just tried some levels and the aspect of 1.25 isn't correct anymore for 16:10 everything looks crooked. Which is kinda weird.
EDIT: Alright.. so an aspect ratio of 1 is perfect for the main camera. but for secondary views (mirrors in shaders) the aspect ratio has to be.... 1.5?!
I'm confused.
Last edited by Michael_Schwarz; 12/25/09 17:30.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: view aspect A6/A7
[Re: Rei_Ayanami]
#303136
12/25/09 19:49
12/25/09 19:49
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
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1.6 looks like my TFT got hit by a car EDIT2: 1.25 was wrong too it seems. I just did the math, the correct aspect ratio would be 1.20. Why the correct ratio in A7 seems to be 1.0 is beyond me. EDIT: to put it into perspective: With an aspect of 1.0 (in A6 it had to be 1.25): 1.25 (what I had to use in A6 to get the result from above) 1.6 (what you recommended)
Last edited by Michael_Schwarz; 12/25/09 20:20.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: view aspect A6/A7
[Re: Michael_Schwarz]
#303195
12/26/09 16:20
12/26/09 16:20
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
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alright, I understand that you don't know what I want to know. SO lets look at this: I have this rippling window. For the shader effect I use another view which is identical to the main camera. Only that for some reason, i need a totally different .aspect for that view. main view with aspect 1.0 and the clone one with 1.0: main view with aspect 1.0 and clone with 1.25:  main view with aspect 1.0 and clone with 1.6: The question is... how in the hell am I supposed to "guess" which aspect ratio the clone camera needs in order to be exactly like the main camera?! Is there some formula or something? edit: and yet for some reason, other cameras (for example for portals) work perfectly if i use the same aspect for them as the main camera. what the hell?
Last edited by Michael_Schwarz; 12/26/09 16:29.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: view aspect A6/A7
[Re: Michael_Schwarz]
#303197
12/26/09 17:04
12/26/09 17:04
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Joined: Sep 2002
Posts: 1,065 Germany, Jena, Thüringen
3D_Train_Driver
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Hi! I think for the main view it would be:
camera.aspect = screen_size.x/screen_size.y/(4/3);
And for a second view you could then use:
second_view.aspect = second_view.size_x/second_view.size_y/(4/3);
In case you have a second view used as a mirror, then choose:
second_view.aspect = camera.aspect;
Then all the views should always look the same, no matter what resolution you choose. Hope I could help. Merry christmas and a happy new year!
Last edited by 3D_Train_Driver; 12/26/09 17:06.
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Re: view aspect A6/A7
[Re: 3D_Train_Driver]
#303198
12/26/09 17:09
12/26/09 17:09
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
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thank you for your answer! nontheless. It won't help. The main view is 1680x1050 and the secondary view is also 1680x1050. That is what baffles me. here a little excerpt:
var iResX = 1680; // Resolution Width
var iResY = 1050; // Resolution Height
var iResZ = 32; // Color Depth
var iResR = 1; // Aspect Ratio
var iResA = 90; // Camera FOV
...
video_set(iResX, iResY, iResZ, bFullscreen);
camera.arc = iResA;
camera.aspect = iResR;
...
...
cam_refracCam.size_x = iResX;
cam_refracCam.size_y = iResY;
cam_refracCam.arc = iResA;
cam_refracCam.aspect = iResR;
...
so they are both identical.
Last edited by Michael_Schwarz; 12/26/09 17:10.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: view aspect A6/A7
[Re: Michael_Schwarz]
#303232
12/27/09 01:05
12/27/09 01:05
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Joined: Nov 2002
Posts: 913 Berlin, Germany
SchokoKeks
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sinc a recent update, 3dgs sets the video aspect depending on the monitor aspect ratio, which it didn't do before. looks like it is not working for the second view? let me quote the beta page for V7.62b: View.aspect is now relative to the real monitor format.
video_aspect gives the format of the primary monitor.
Video_mode and video_switch now automatically switch to widescreen formats.
simply set video_aspect to 4 / 3 (see manual) in the first frame in your script to get the old behavior back.
Last edited by SchokoKeks; 12/27/09 01:08.
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Re: view aspect A6/A7
[Re: SchokoKeks]
#303267
12/27/09 16:06
12/27/09 16:06
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
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hi!
Thank you so much!
I did what you said, I used the exact same line as in the manual, at the very beginning of my main function.... and it tells me that video_aspect is read-only... which is weird, because the manual states that I _CAN_ change it.
I really am starting to think I should have stayed with A6...
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: view aspect A6/A7
[Re: Michael_Schwarz]
#303269
12/27/09 16:11
12/27/09 16:11
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Joined: Nov 2002
Posts: 913 Berlin, Germany
SchokoKeks
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oh, i forgot that you were using c-script file. I had the same issue when that update got released, so I reported that problem to conitec and they added the following feature to V7.71b video_aspect can now be re-defined for starting with the selected screen aspect under C-Script. so when using c-script you have to redefine it somewhere in the beginning of the script: var video_aspect = 1.333;
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Re: view aspect A6/A7
[Re: SchokoKeks]
#303276
12/27/09 16:41
12/27/09 16:41
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
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that worked, thank you!
But the same problem with that window remains.
while I can now use aspect 1.2 for my main view, i have to use 1.9 for the window. That's +.7 now, before it was +.6 I rally am totally lost as to why this is happening.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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