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  Keeping everything to scale when resolution changes?  (Read 251 times)
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Offline JonnyGingerKid

Senior Newbie


Exp: 3 years



« Posted 2014-03-24 04:16:43 »

So If my game is running in a window, I want everything rendered to be rendered INSIDE the window. But right now, if I make the window smaller, stuff is just cut out, and if I make it bigger, then their's just blackness around everything being rendered. How do I make it so everything is rendered to scale when the window size or resolution changes? Hope you know what im asking here... If not I'll try to reword it. (I'm using LWJGL and OpenGL by the way)
Offline ctomni231

JGO Wizard


Medals: 99
Projects: 1
Exp: 7 years


Not a glitch. Just have a lil' pixelexia...


« Reply #1 - Posted 2014-03-24 06:54:37 »

Hmmm... As far as I know, this isn't like JFrame and you'd either have to manipulate the camera to fake the zoom effect, or resize all the coordinates yourself. Either way can be researched.

Offline princec

JGO Kernel


Medals: 409
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Exp: 16 years


Eh? Who? What? ... Me?


« Reply #2 - Posted 2014-03-24 09:23:02 »

In OpenGL, all you need to do is call glViewport() with the new window dimensions and everything you render is stretched to fit inside that rectangle. This is almost what you want. The next thing you'll want to do is ensure the aspect ratio is still correct which will involve changing your projection matrix using either glOrtho or glFrustrum depending on whether you're doing 2D or 3D respectively. Pick one dimension as the "master" dimension (usually it'll be the height), and compute the width you need against this height according to your desired aspect ratio.

Eg. for a 16:9 ratio... width = (16.0 * height) / 9.0.

Cas Smiley

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