scummvm/backends/graphics/opengl
Thierry Crozat 31a6b39fb3 SDL: Add new pixel perfect stretch mode for OpenGL
This mode ensure that an integral scaling is used both for the width
and for the height. Compared to the old pixel perfect stretch mode
it thus differs in the way it handles the aspect ratio correction.
It may stretch or squeeze the vertical direction to snap it to a
multiple of the original game height.
2021-06-05 14:17:40 +01:00
..
pipelines JANITORIAL: Replace spaces in indentation with tabs 2021-04-15 21:20:36 +02:00
context.cpp BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
debug.cpp BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
debug.h BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
framebuffer.cpp JANITORIAL: Replace spaces in indentation with tabs 2021-04-15 21:20:36 +02:00
framebuffer.h BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
opengl-defs.h BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
opengl-func.h BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
opengl-graphics.cpp SDL: Add new pixel perfect stretch mode for OpenGL 2021-06-05 14:17:40 +01:00
opengl-graphics.h Revert "OPENGL: Implement high DPI support on Android (#1895)" 2021-04-12 00:54:12 +01:00
opengl-sys.h BACKENDS: Fixed Android compilation 2020-09-29 17:00:04 +02:00
shader.cpp JANITORIAL: Replace spaces in indentation with tabs 2021-04-15 21:20:36 +02:00
shader.h BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00
texture.cpp JANITORIAL: Replace spaces in indentation with tabs 2021-04-15 21:20:36 +02:00
texture.h BACKENDS: Made code less different in SDL platform backend 2020-09-29 15:08:16 +02:00