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Is there documentation about the view matrix? I'm assuming that you have to pass it settings there to get images back that are rotated 90, 180, 270, etc. I wanted to just rotate it myself, but I can't, because I end up having an input with a width that's less than the output that I want, and so I'm getting vertical scanlines because it probably thinks the image is coming in rotated. |
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Replies: 4 comments 11 replies
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As of 82ad516 Vulkan and DX11 run internal passes with an identity matrix so hopefully that should mimic RetroArch's behaviour. The default MVP for use in all runtimes on the final pass is pub static DEFAULT_MVP: &[f32; 16] = &[
2f32, 0.0, 0.0, 0.0,
0.0, 2.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
-1.0, -1.0, 0.0, 1.0,
]; If you apply a rotation on that matrix it should work, Just pass a pointer to the It remains to be seen if I want to provide a 'rotation' API option instead in radians or if just providing the final pass MVP is sufficient. |
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A game's internal resolution can be 692x224, and if I correct the aspect ratio for a 90 degree rotation at 3840x1600, I want a 1600x666 resolution image. For some reason, though, when I do this, and then I rotate the output myself, I get vertical scanlines. It's really inconvenient to have to deal with another set of rotation code when I already have code to do it that works with my non shader path. |
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That doesn't make sense to me. I don't want vertical scanlines. I want horizontal scanlines and to rotate the whole image. |
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Please close this issue. What happened is that I had a super wide ultrawide image, and it just so happens when you have an image that thin rotated, just due to lack of resolution it looked like the scanlines were vertical when they weren't. When I tried rotating 4:3 aspect ratio modes, it looked okay. Sorry! |
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Please close this issue. What happened is that I had a super wide ultrawide image, and it just so happens when you have an image that thin rotated, just due to lack of resolution it looked like the scanlines were vertical when they weren't. When I tried rotating 4:3 aspect ratio modes, it looked okay. Sorry!