RVL: Add an overscan option for screen width#49
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sbeeds wants to merge 1 commit intonzp-team:mainfrom
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MotoLegacy
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Feb 13, 2025
| // ELUTODO: really necessary? | ||
| //GX_InvVtxCache(); | ||
| //GX_InvalidateTexAll(); | ||
| GX_SetScissor(*x,*y,*width > 640 ? 640 - (vid_overscan_width.value * 360) : *width - (vid_overscan_width.value * 360),*height); |
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Can you explain what we're doing here? Is this adding a border/shrinking our render resolution?
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It adjusts the view scissor based on vid_overscan_width value. When this value is increased, the start value (normally 0) of the width of the scissor gets shifted over, and the right side pixels get culled. This will never cull more than 36 pixels from the right side. I will upload a fix later to adjust the 2d resolution, which will offset the HUD accordingly.
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It sounds like this is incomplete then. Please mark this as a draft
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With this we should probably set viWidth to 720 |
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Description of Changes
Adds a new settings option to adjust the picture width in order to accommodate tv or monitor used
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