When running in fullscreen mode on an ultrawide display (in my case 3440x1440 pixels) the game window is stretched to the full display width. Ideally there should be a scaling mode which preserves the original aspect ratio (1280x960).
It looks VideoEngineImpl::Init() correctly selects the best supported mode 2560x1440. Those dimensions are passed to SDL_CreateWindow(), which unfortunately ignores the resolution in favor of the native size when fullscreen is selected.
The scaler in ecl::Screen then is told to scale from 1280x960 to 3440x1440, resulting in a noticeably stretched image.
When running in fullscreen mode on an ultrawide display (in my case 3440x1440 pixels) the game window is stretched to the full display width. Ideally there should be a scaling mode which preserves the original aspect ratio (1280x960).
It looks
VideoEngineImpl::Init()correctly selects the best supported mode 2560x1440. Those dimensions are passed toSDL_CreateWindow(), which unfortunately ignores the resolution in favor of the native size when fullscreen is selected.The scaler in
ecl::Screenthen is told to scale from 1280x960 to 3440x1440, resulting in a noticeably stretched image.