Changeset 930
- Timestamp:
- 09/02/10 05:41:50 (3 years ago)
- Location:
- trunk
- Files:
-
- 2 edited
-
include/camera.h (modified) (2 diffs)
-
platform/d10/sub/100a/lib.c (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
-
trunk/include/camera.h
r928 r930 1016 1016 #define cam_CFAPattern 0x01000201 // Green Blue Red Green 1017 1017 1018 // TODO copied from ixus 100 1019 #define CAM_COLORMATRIX1 \ 1020 661840, 1000000, -185671, 1000000, -97110, 1000000, \ 1021 -83661, 1000000, 578860, 1000000, 32308, 1000000, \ 1022 -8681, 1000000, 70356, 1000000, 207341, 1000000 1023 1024 // TODO copied from ixus 100 1025 #define cam_CalibrationIlluminant1 17 // Standard Light A 1018 #define CAM_COLORMATRIX1 \ 1019 14052, 10000, -5229, 10000, -1156, 10000, \ 1020 -1325, 10000, 9420, 10000, 2252, 10000, \ 1021 -498, 10000, 1957, 10000, 4116, 10000 1022 #define cam_CalibrationIlluminant1 21 // D65 1026 1023 1027 1024 // cropping OK … … 1035 1032 // camera name OK 1036 1033 #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData 1034 1035 // XXXX 1036 #undef CAM_USES_ASPECT_CORRECTION 1037 #undef CAM_USES_ASPECT_YCORRECTION 1038 #define CAM_USES_ASPECT_CORRECTION 1 //camera uses the modified graphics primitives to map screens an viewports to buffers more sized 1039 #define CAM_USES_ASPECT_YCORRECTION 0 //only uses mappings on x coordinate 1040 1041 #undef ASPECT_XCORRECTION 1042 #define ASPECT_XCORRECTION(x) ( ((x)<<1) ) 1043 1044 // Note color palette affects grids! 1045 #undef ASPECT_GRID_XCORRECTION 1046 #define ASPECT_GRID_XCORRECTION(x) ( (x) ) 1047 1048 #undef ASPECT_GRID_YCORRECTION 1049 #define ASPECT_GRID_YCORRECTION(y) ( (y) ) 1050 1051 #undef ASPECT_VIEWPORT_XCORRECTION 1052 #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 1053 #undef ASPECT_VIEWPORT_YCORRECTION 1054 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 1055 1056 // Note color palette affects games! 1057 //games mappings 1058 #undef GAMES_SCREEN_WIDTH 1059 #undef GAMES_SCREEN_HEIGHT 1060 #define GAMES_SCREEN_WIDTH 360 1061 #define GAMES_SCREEN_HEIGHT 240 1062 #undef ASPECT_GAMES_XCORRECTION 1063 // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 1064 // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 1065 // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 1066 #define ASPECT_GAMES_XCORRECTION(x) ( ((x)<<1) ) 1067 #undef ASPECT_GAMES_YCORRECTION 1068 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none 1069 1037 1070 //---------------------------------------------------------- 1038 1071 -
trunk/platform/d10/sub/100a/lib.c
r907 r930 48 48 long vid_get_bitmap_screen_width() 49 49 { 50 return 720; 50 // return 720; 51 return 360; // 720 is the real width but we lie for aspect correction ... 51 52 } 52 53
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