Changeset 951 for trunk/include/camera.h


Ignore:
Timestamp:
09/27/10 16:21:18 (3 years ago)
Author:
reyalp
Message:

add aspect correction for ixus100, zebra still broken (probably due to low memory), fixes edge overlay and other osd issue

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/include/camera.h

    r949 r951  
    20142014    // camera name 
    20152015    #define PARAM_CAMERA_NAME           4                       // parameter number for GetParameterData sd990: OK 
    2016 // TODO this was in the original zebra mess, not clear if needed or just for mem saving ? 
    2017    #define CAM_ZEBRA_ASPECT_ADJUST 1 
     2016 
     2017    #undef CAM_USES_ASPECT_CORRECTION 
     2018    #undef CAM_USES_ASPECT_YCORRECTION 
     2019    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
     2020    #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
     2021 
     2022    #undef ASPECT_XCORRECTION 
     2023    #define ASPECT_XCORRECTION(x)   ( ((x)<<1) ) 
     2024 
     2025    // Note color palette affects grids! 
     2026    #undef ASPECT_GRID_XCORRECTION 
     2027    #define ASPECT_GRID_XCORRECTION(x)   ( (x) ) 
     2028 
     2029    #undef ASPECT_GRID_YCORRECTION 
     2030    #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
     2031 
     2032    #undef ASPECT_VIEWPORT_XCORRECTION  
     2033    #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 
     2034    #undef ASPECT_VIEWPORT_YCORRECTION  
     2035    #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
     2036 
     2037    // Note color palette affects games! 
     2038        //games mappings 
     2039        #undef GAMES_SCREEN_WIDTH 
     2040        #undef GAMES_SCREEN_HEIGHT 
     2041        #define GAMES_SCREEN_WIDTH              360 
     2042        #define GAMES_SCREEN_HEIGHT             240 
     2043        #undef ASPECT_GAMES_XCORRECTION 
     2044        // 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 
     2045        // 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 
     2046        // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
     2047        #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
     2048        #undef ASPECT_GAMES_YCORRECTION 
     2049        #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
     2050    #define CAM_ZEBRA_ASPECT_ADJUST 1 
    20182051//---------------------------------------------------------- 
    20192052 
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