Setting DPI?
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Setting DPI?
In my new notebook I have 1600x900 14" display and game details are hardly visible. I can set other (than the native one) screen resolution but the image gets a little bit blurry. Is there any way to set DPI to (for example) 120 or 140 and use native resolution with larger game details?
Re: Setting DPI?
No, you can't. Every available way to "increase" the images size will lead to some blurryness. When changing the resolution, the display has to interpolate, so it will be blurry because of this. Ingame itself, when using the native resolution, you would have to zoom in, then the algorithms would lead to stuff being blurry (and the sidebar would *not* be zoomed in!). There is no way to increase the size of the stuff display without things getting blurry, because wesnoth is not based on 3D models / vector graphics.Guayasil wrote:In my new notebook I have 1600x900 14" display and game details are hardly visible. I can set other (than the native one) screen resolution but the image gets a little bit blurry. Is there any way to set DPI to (for example) 120 or 140 and use native resolution with larger game details?
Re: Setting DPI?
May I suggest such feature request? I'm afraid that small hi-res displays are getting more and more common.
Re: Setting DPI?
It will still be blurry, simply because how the game and its graphics works! It is technically not possible to have a way that the graphics don't get blurry when changing their size!
Re: Setting DPI?
I mean: designing alternative (larger) bitmap sets or svg as a basic format for graphics
Re: Setting DPI?
This is basically asking Wesnoth to switch its first and current art style (pixel art) to something else.Guayasil wrote:svg as a basic format for graphics
Not going to happen.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: Setting DPI?
And how about a few pixmap sets: small, normal and large?
Re: Setting DPI?
Code: Select all
crend@grim:~/.data/wesnoth-1.9.6/data/core/images> find -not -type d | wc -w
8428
Crend
UMC Story Images — Story images for your campaign!
Re: Setting DPI?
You might try zooming the game in and out.
Re: Setting DPI?
Yeah, Wesnoth is a pixel art-kind-of game, its genre hearkening back to old-style strategy games of yore. The drawback is it’s not resolution independent.
One good option is switching your resolution on your display to a lower resolution, say, 800x500 or 1280x800, or somewhere in between.
You know, I use Wesnoth on my 15” laptop at 1440 x 900 and I find it to be perfect. The more you play I think you’ll see the importance of seeing even more of the battlefield. But, I suppose in the end, it’s personal preference to each person.
One good option is switching your resolution on your display to a lower resolution, say, 800x500 or 1280x800, or somewhere in between.
That’s a pretty good idea, too.Gambit wrote:You might try zooming the game in and out.
You know, I use Wesnoth on my 15” laptop at 1440 x 900 and I find it to be perfect. The more you play I think you’ll see the importance of seeing even more of the battlefield. But, I suppose in the end, it’s personal preference to each person.
Wesnoth Bestiary ( PREVIEW IT HERE )
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Unit tree and stat browser
Canvas ( PREVIEW IT HERE )
Exp. map viewer
Re: Setting DPI?
One viable alternative could be an integer scaling factor.
If every pixel on the picture corresponds to a 2x2 (or 3x3, 4x4, etc.) area on the screen, than there will be no blurrines.
I didn't read the wesnoth code myself, but a naive implementation would render to an offsceen surface, scale it up (with an integer argument), then blit it to the real screen/buffer.
A more complicated, but relevant algorithm: http://scale2x.sourceforge.net/
[SILLY]
Or, if you like hacks, you could scale up the window in a composing window manager.
OpenGL is really good at that kind of stuff.
[/SILLY]
If every pixel on the picture corresponds to a 2x2 (or 3x3, 4x4, etc.) area on the screen, than there will be no blurrines.
I didn't read the wesnoth code myself, but a naive implementation would render to an offsceen surface, scale it up (with an integer argument), then blit it to the real screen/buffer.
A more complicated, but relevant algorithm: http://scale2x.sourceforge.net/
[SILLY]
Or, if you like hacks, you could scale up the window in a composing window manager.
OpenGL is really good at that kind of stuff.
[/SILLY]