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No support for OSX HiDPI Retina Display #192

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GoogleCodeExporter opened this issue Mar 22, 2015 · 6 comments

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commented Mar 22, 2015

If you run Gargoyle on a HiDPI Retina Display MacBook Pro, the text is not 
rendered sharply.

The new MBP is expensive, so there's a way to test HiDPI modes on a regular 
screen by enabling it via Xcode. 
https://developer.apple.com/library/mac/#documentation/GraphicsAnimation/Concept
ual/HighResolutionOSX/Testing/Testing.html#//apple_ref/doc/uid/TP40012302-CH6-SW
1

I've attached a screenshot.

Original issue reported on code.google.com by dan.fabu...@redfin.com on 4 Aug 2012 at 5:45

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commented Mar 22, 2015

It looks like HiDPI support for SDL is an area of active research. 
http://forums.libsdl.org/viewtopic.php?t=8326

Original comment by DanFabul...@gmail.com on 4 Aug 2012 at 6:57

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commented Mar 22, 2015

Original comment by bcressey@gmail.com on 3 Sep 2012 at 1:34

  • Changed state: Accepted
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commented Mar 22, 2015

For what it's worth, I changed a few lines in launchmac.m to add high 
resolution support for retina displays.  This is just proof-of-concept only; I 
didn't do much testing.  When the window is maximized on an iMac 5K display, 
the rendering is unfortunately so slow that it can't keep up with my typing.  
So practical use of high-resolution textures in Gargoyle may require some 
rendering optimizations.

Original comment by simmons...@gmail.com on 5 Jan 2015 at 8:36

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commented Apr 25, 2017

Following up angstsmurf's comments (http://www.intfiction.org/forum/viewtopic.php?f=38&t=21701&start=10#p120184):

With the new build script, I managed to compile this with the Retina patch. I noticed no performance problems on my 2014 Macbook, but it took quite a bit of fiddling with the settings to make the text readable. It also seems to report half the actual pixel size of graphics windows.
EDIT: I suppose it would be more correct to say that everything is half size.

My test build produces the same result. Dfabulich notes:

To make the text readable, I had to double monosize, propsize, leading, and baseline.

But messing around with font preferences this way is silly, and still doesn't cover graphics. (To see that graphics are at half-size, try sensory.blb. You won't see it in Counterfeit Monkey because that game scales the graphical map to the window size.)

I assert that the garglk display engine (draw.c) will need to gain a pixel-size parameter (1 for normal, 2 for double-DPI) which affects all draw operations. This will be more work than the patch we've got, unfortunately.

(Re-attaching patch here, because I don't trust Google Code to stay up in the long term.)

garglk-retina-r619.patch.txt

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commented Apr 25, 2017

FWIW, I didn't see performance problems in my very brief testing, but I worry that they'll reappear in long play sessions. As I understand it, Garglk keeps increasing the display bitmap size as you play, and x2-DPI mode quadruples the size. (Related: #195)

Therefore, I'd want to have a separate preference for "don't try to use hi-DPI mode at all". That will let people trade off font quality for speed if necessary.

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commented Aug 28, 2017

This patch is kludgy. But thanks for the effort! HiDPI is sweet but many legacy apps look worse than before on such a display.

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