Changeset 934
- Timestamp:
- 09/05/10 02:14:58 (3 years ago)
- Location:
- trunk
- Files:
-
- 4 edited
-
include/camera.h (modified) (2 diffs)
-
platform/ixus980_sd990/notes.txt (modified) (1 diff)
-
platform/ixus980_sd990/sub/100e/lib.c (modified) (1 diff)
-
platform/ixus980_sd990/sub/101b/lib.c (modified) (1 diff)
Legend:
- Unmodified
- Added
- Removed
-
trunk/include/camera.h
r931 r934 1884 1884 #define PARAM_CAMERA_NAME 4 // parameter number for GetParameterData sd990: OK 1885 1885 1886 // copied from DavidBs D10 stuff 1887 #undef CAM_USES_ASPECT_CORRECTION 1888 #undef CAM_USES_ASPECT_YCORRECTION 1889 #define CAM_USES_ASPECT_CORRECTION 1 //camera uses the modified graphics primitives to map screens an viewports to buffers more sized 1890 #define CAM_USES_ASPECT_YCORRECTION 0 //only uses mappings on x coordinate 1891 1892 #undef ASPECT_XCORRECTION 1893 #define ASPECT_XCORRECTION(x) ( ((x)<<1) ) 1894 1895 // Note color palette affects grids! 1896 #undef ASPECT_GRID_XCORRECTION 1897 #define ASPECT_GRID_XCORRECTION(x) ( (x) ) 1898 1899 #undef ASPECT_GRID_YCORRECTION 1900 #define ASPECT_GRID_YCORRECTION(y) ( (y) ) 1901 1902 #undef ASPECT_VIEWPORT_XCORRECTION 1903 #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 1904 #undef ASPECT_VIEWPORT_YCORRECTION 1905 #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 1906 1907 // Note color palette affects games! 1908 //games mappings 1909 #undef GAMES_SCREEN_WIDTH 1910 #undef GAMES_SCREEN_HEIGHT 1911 #define GAMES_SCREEN_WIDTH 360 1912 #define GAMES_SCREEN_HEIGHT 240 1913 #undef ASPECT_GAMES_XCORRECTION 1914 // 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 1915 // used by gui.c that configures the draw environment (through new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 1916 // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 1917 #define ASPECT_GAMES_XCORRECTION(x) ( ((x)<<1) ) 1918 #undef ASPECT_GAMES_YCORRECTION 1919 #define ASPECT_GAMES_YCORRECTION(y) ( (y) ) //none 1920 1886 1921 // #define DNG_EXT_FROM ".CR2" 1887 1922 //---------------------------------------------------------- … … 2577 2612 #undef ASPECT_GAMES_XCORRECTION 2578 2613 // 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 2579 // used by gui.c that configures the draw environment (t rhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for2614 // used by gui.c that configures the draw environment (through new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 2580 2615 // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 2581 2616 #define ASPECT_GAMES_XCORRECTION(x) ( ((x)<<1) ) -
trunk/platform/ixus980_sd990/notes.txt
r924 r934 32 32 - Pressing the shutter quickly with overrides enabled may result in incorrect white 33 33 balance. It may also cause issues if the flash is automatically triggered. 34 - Due to the higher resolution of the bit, many parts of the CHDK display appear small. -
trunk/platform/ixus980_sd990/sub/100e/lib.c
r740 r934 67 67 long vid_get_bitmap_screen_width() 68 68 { 69 return 720; 69 // return 720; 70 return 360; // real is 720, lie for aspect correction 70 71 } 71 72 -
trunk/platform/ixus980_sd990/sub/101b/lib.c
r792 r934 53 53 long vid_get_bitmap_screen_width() 54 54 { 55 return 720; 55 // return 720; 56 return 360; // real is 720, lie for aspect correction 56 57 } 57 58
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