Comments (3)
Not sure why that happens; can't reproduce for lack of iPad. Do you have any insights on why toggling fullscreen doesn't trigger the resize event on the WebGL context?
from wipeout-rewrite.
The same thing happens on a desktop browser too.
It's hard to perceive because the game screen ratio and the desktop screen ratio is similar.
But watch the circular elements in particular - the logos at the start have a few circles - when going to and from full screen there are issues that should become clear if you compare the circle shapes.
I'm assuming you have coded the game to run at a specific set of resolutions (as this is ported from PC version I guess that is how it works?) So what I'd expect to happen is that when going fullscreen there would be black bars visible when necessary to ensure the game's ratio stays the same. Instead it seems to just stretch the entire canvas.
It's been a long time since I have worked with fullscreen functionality in browsers - but it used to be the case I think that sometimes it is better to "fullscreen" a wrapping "div" rather than the canvas itself.
from wipeout-rewrite.
But watch the circular elements in particular - the logos at the start have a few circles - when going to and from full screen there are issues that should become clear if you compare the circle shapes.
Well, the background image is stretched to cover the whole screen. We could tile it, or indeed pillarbox the background. Both bad options in my opinion, as the image is not meant to be tiled and pillarboxing looks way worse than some stretching.
I'm assuming you have coded the game to run at a specific set of resolution
No.
So what I'd expect to happen is that when going fullscreen there would be black bars visible when necessary to ensure the game's ratio stays the same.
Why? For the main game the aspect ratio doesn't matter. I should be able to play in 16:9 if I want to, instead of being forced to 4:3.
but it used to be the case I think that sometimes it is better to "fullscreen" a wrapping "div" rather than the canvas itself.
That's how it works currently. The wrapping DIV also contains the touch controls, so we cannot just fullscreen the canvas.
So I assume I misunderstood the whole issue. It's NOT the case that the WebGL resolution doesn't match the canvas CSS size and aspect ratio. Rather, the issue is that the menu backgrounds, title screen and intro video are inherently 4:3 and stretched to 16:9 - which I think is OK; better than pillarboxing.
from wipeout-rewrite.
Related Issues (20)
- [Windows] No "missing SDL2.dll" error when running wipeout.exe without SDL2.dll HOT 2
- Nokia N-Gage port HOT 9
- DOS port?
- Include the Saturn exclusive music tracks HOT 1
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- Be Able to Unbind Hard-bound Keys
- handling of the ship varies greatly between GL and GLES2 renderer HOT 1
- Create Software Renderer using PortableGL
- 3ds port
- Phantom edition features possible? HOT 2
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- Suggestion - Better default keyboard controls HOT 5
- Translation support...
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- Windows Build PLZ
- Limit enemy ships drawing distance HOT 4
- How to convert Music Tracks to QOA format? HOT 2
- Infinite "rescue out-of-bounds player" loop HOT 2
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from wipeout-rewrite.