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Blurry fonts in GLES1 mode #280
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What is GLES1 mode? On what platform does this happen? How was the game compiled? How did you arrive at that resolution (default windowed resolution is 800x600)? Does this happen if you delete the ~/.neverball folder? All of these things are relevant here. |
hi @parasti
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i can also affirm that rasing the resolution to 800x600 dosent help any while building for opengl makes the fonts work fine at 960x454 (on llvmpipe, the machine dosent have a gpu that can do desktop gl) |
Can you check the parent commit of this: 36033d5 What are the differences, if any? It might also help to see the console output of neverball. |
sure heres the output with llvmpipe, ill test the commit in a sec:
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Another thing might be checking if SDL2 is returning good values. Again on the latest commit, you could add a debug print after this line: Line 154 in b7c23cb
Something like this:
That will show in the output. |
i havent checked this but this must be fine, as all the 3d elements are rendered at the right size, oly the 2d elements / fonts are rendered wrong |
Hard to say from the screenshot, because the 3D is all black, but fine. Then it must be a GUI scaling problem, but only on GLES. Hmm. I'm out of ideas for now. |
in a level everything is fine (except gui/hud) im compilling the commit rn, will take a while i have to do it on device (cross compile failes, maybe my fault) |
is probably just your render target size for the gui element texures |
GUI is scaled based on the |
I don't know why you think that, because the most extensive changes from that commit were in the GUI code. I know this because I wrote it. Those SDL_GL_GetDrawableSize debug prints would be helpful here. |
So i figured out what the problem is. i accidentally was deleting .neverball/ when my build was using .neverball-dev/. Obv this is a bug the texture setting should not affect the fonts. |
It is not a bug. What do you think caused "textures" to be set to 4? |
not sure really. if its not a bug its at least a bit unfortunate, because it makes the textures setting pretty useless |
Fonts are textures. Thus the texture setting affects the fonts. It’s not a bug. It’s a rational and well implemented feature. It gives you a quality-space trade-off setting, so If it makes the game look bad then don’t set it. |
fonts may be implemented as textures but they are special because they should be readble at all times, its not about the game looking bad, its about this setting makeing it unplayable because you cant read the text |
When running in GLES1 mode, 2d elements are rendered in very low resolution and then bilinar scaled see image below. tested at git commit 2331440 with mesa llvmpipe and PVR SGX DDK 1.17 @ 960x454 resolution in windowed mode.
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