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Hello.
Is it possible to get a consistent grid size in portrait and landscape modes? The screen resolution is 2160x1080, so in portrait mode I use top and bottom NDS screens in 4x scale (1024x768) and in landscape mode I use only top screen in 5x scale (1280x960). But in 5x scale the grid size is roughly 2x bigger than in 4x scale. I would like to get a subtle grid pattern of 4x scale also in 5x scale.
Sorry for the delayed reply - I only just noticed this issue (I rarely look at this repo...)
The grid width is actually scaling correctly - you're seeing the grid more clearly at 5x scale simply because there are more pixels. Each line is effectively a bell curve, and the higher the pixel density the further down the y axis it samples (kind of).
So I guess that doesn't help you much - but it seems you just want to decrease the 'intensity' of the grid pattern when running at 5x scale? If so, you can do this by tweaking the BORDERMULT parameter.
Create a copy of the current .dfx file that you are using, e.g.:
Open the new .dfx file in a text editor, and change the name parameter, e.g.:
name=zFast LCD + NDS Color
becomes:
name=zFast LCD + NDS Color (light)
With the file still open, reduce the value on the #define BORDERMULT 14.0 line. Maybe change it to 12.0 or something (you'll have to tweak this until it looks right to you). As the value gets closer to zero, the grid intensity decreases (negative values make the grid white).
Copy the edited file to your Drastic shaders directory, and it will show up on the menu with the name you gave it.
Hello.
Is it possible to get a consistent grid size in portrait and landscape modes? The screen resolution is 2160x1080, so in portrait mode I use top and bottom NDS screens in 4x scale (1024x768) and in landscape mode I use only top screen in 5x scale (1280x960). But in 5x scale the grid size is roughly 2x bigger than in 4x scale. I would like to get a subtle grid pattern of 4x scale also in 5x scale.
x4 scale: http://funkyimg.com/i/2Sx6s.png
x5 scale: http://funkyimg.com/i/2Sx6r.png
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