GUI Scaling in MFMII - feature propagation?

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I absolutely love the new GUI scaling feature in MFMII. Any chance we will be seeing this added to Zebra2 or Filterscape?

Cheers,
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It's gonna be everywhere! Of course!

It's a very young feature though... I want to get some feedback first, i.e. if people encounter problems... and then it's supposed to enter every new release/update 8)

;) Urs

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Welcome back & happy new year Urs :)


Subz

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Urs wrote:It's gonna be everywhere! Of course!
Fantastic news. Thanks, Urs.


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i miss a resolution between the ~800x600 and the ~1200xXXX resolution (i am at work, so i cant find the exact resolutions). i have a 1024x768 resolution at my laptop, so it would be very helpful to have a resolution beween both mentioned.

max

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mäxchen wrote:i miss a resolution between the ~800x600 and the ~1200xXXX resolution (i am at work, so i cant find the exact resolutions). i have a 1024x768 resolution at my laptop, so it would be very helpful to have a resolution beween both mentioned.

max
The problem is, I can do 2:1, 3:2, 5:2, but stuff like 5:4 or 5:3 is still too expensive on cpu...

That's because I had to write my own blitting routines for the scaled up schemes to get it done at all...

Cheers,

;) Urs

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ok, no problem, then how about a resolution XXXx700 ? you can calculate the ratio that it fits and maybe change the 700 so that XXX<1024 ?

max

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mäxchen wrote:ok, no problem, then how about a resolution XXXx700 ? you can calculate the ratio that it fits and maybe change the 700 so that XXX<1024 ?

max
The problem with that is, it's a ratio of 7:6. That means I can't just repeat pixels. I have to distribute 6 x 6 pixels on a field of 7 x 7 pixels, which is an extreme load of interpolations :-o

Thus it's either gonna look horrible, or it's gonna be slow. Probably both :-|

One of the two factors must be 1 or 2. 2:x, 1:x, x:1, x:2, while the other factor must be as small as possible. Otherwise it doesn't really work. 5:2 was already a tough one.

Alternatively I would have to rewrite everything for OpenGL/DirectX. I made a strong decision against that years ago, and whatever it was back then is probably still valid - I don't know... :oops:

;) Urs

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