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12-30-2016, 05:16 AM
(This post was last modified: 12-30-2016, 05:17 AM by ssakash.)
For custom resolution - Does the issue take place when the "Large framebuffer" option is enabled?
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What is the output resolution of the captured image when you take an image of the issue using F8 (internal GSDX screenshot capture function)?
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(12-30-2016, 05:31 AM)ssakash Wrote: What is the output resolution of the captured image when you take an image of the issue using F8 (internal GSDX screenshot capture function)?
3840 x 1080
Windows 8.1 Pro 64-bit
Intel i7 4790k 4.00 Ghz
Gigabyte Geforce GTX 1080 8GB
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OpenGL version 4.6
Current resolution: 3840x2160
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I just looked into the older code, I think I understand the issue!
Previous code also considered the frame memory offsets on width calculation, so it calculated the total width of both the output circuits as the left screen is considered as the offset region. However, on the new code, the offsets are totally ignored which leads to calculating only half of the width of the merged ouput rectangle. I'm confident I could fix this even by committing the change via my smartphone but best to wait till I get back from my vacation.
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12-30-2016, 05:45 AM
(This post was last modified: 12-30-2016, 05:48 AM by ssakash.)
**** it, it seems I'll only reach back home at Tuesday next week. I'm going to push the commit to a PR using the Git online editor from my smartphone then.
(12-30-2016, 05:45 AM)Skohix Wrote: oh *****, well i don't want to keep you or anyone from their vacation. haha don't have to worry about it though, i mean i can wait for a fix. I'd just like to know has been causing the issues.
Oh, I'll probably do it on Tuesday then.
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Current resolution: 3840x2160