Emulator Issues #1389
closedOpenGL: Widescreen setting net saved correctly
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Description
What steps will reproduce the problem?
- Open Dolphin; enable Wide screen hack in OpenGL config
- Run game; game will have widescreen hack applied
- Close and reopen Dolphin
- Run game; game will look normal, no widescreen hack applied
- Look at config: You will see that Wide screen checkbox is still checked
What is the expected output? What do you see instead?
Even though the checkbox for the widescreen hack is still enabled after
restarting Dolphin, the hack does not work anymore. To get the widescreen
hack working again one has to uncheck and then recheck the checkbox. This
has to be done everytime Dolphin is run.
What version of the product are you using? On what operating system?
R4243 Win7 x64
Please provide any additional information below.
I think that there might be some other checkboxes in the OpenGL config
that also show the same behavior.
Updated by alex.waters about 15 years ago
I noticed this myself a little while ago and dug around to find it - the function
Projection_SetWidescreen() is never called during load up; it is only updated from
click message.
Updated by PianoGamer about 15 years ago
I think there's plans of including it in the game ini's, good idea since some games
benefits well while others suffer from unrendered 3D in the extended screen area.
Anyone have an idea if forcing the games to render in the extra widescreen area is
possible?
Updated by ling.weak about 15 years ago
This seems fixed now.
But now some other OpenGL settings are no longer saved... ;(
Updated by moogoat about 15 years ago
But now some other OpenGL settings are no longer saved... ;(
Took another look around. Issue is not coming from the OGL GUI. Values are passed on
correctly and put through to be set via the VideoConfig::Save function, all of them
as entered by the user previously.
I'll take a closer look around. I'm suspecting all the values that differ from how
they are set in D3D compared to OGL get overridden to defaults of D3D.
e.g. D3D uses integers for different resolutions, while OGL uses the whole value for
example 1280x720. Could be that the app rejects the OGL value because it somehow
defaults/expects D3D values instead.