Wide Screen Monitor Stretching

BlitzMax Forums/BlitzMax Programming/Wide Screen Monitor Stretching

>>1) Get the desktop resolution
>>2) Calculate the Aspect Ratio
>>3) If ratio is not 4:3 then take steps making good use of our old friend the projection matrix.

I AM using a projection matrix. (I believe I'm using your code btw.) But how would that solve the widescreen stretch? Doesn't the code just virtually scale the game area to the size of the render device? (resulting in stretch) Or are you saying a projection matrix can also somehow create a render area preserving the orginal requested aspect ratio?

"which means changing the projection matrix. You could then narrow the used area of the display when it is a stretched mode..."

Rendering a 4:3 aspect onto a 16:9 aspect, somehow preserving the 4:3 aspect accordingly? ? ? I'm a noob on the proj matrix stuff, any help in how to set the matrix for this scenario would be awesome. ;) Right now the proj matrix code I use just seems to scale the renders to the width/height of the screen, resulting in stretch if aspect is not the same as original.

It sounds like the problem is already capable of being solved! If a proj matrix is capable of taking consideration of a 4:3 game and rendering it aspect correct on a 16:9 mode problem solved, right? All we need is code to properly setup the matrix then. ! !