godot-super-scaling
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3d viewport getting shrinked when i try to use in my old project
version: Godot 3.4
when using the superscaling
correct proportion (without the superscaling):
4
my configurations
:
Sorry for the delay, I just saw the notification. First make sure that your Project Settings Window Stretch Mode is on Disabled and Aspect on Ignore. Also, did you download from Github or the Asset Library? The Github is more recently updated, so you should try to download that.
https://github.com/cybereality/godot-super-scaling/releases/tag/v1.2.0
Other than that I'm not sure cause I can't reproduce on my end with my test projects. If those steps above don't solve the issue, maybe send me a minimum reproduction project and I can investigate.
i downloaded it from the github link, it's the recent build, all my ui depends on stretch mode viewport and aspect expand to work nicely. here goes the link from the project: https://github.com/lucasthomaz97/Cheesewald-Gourmet-Adventures
Okay, I will take a look today. It believe it should be fixable, but let me investigate.
So I got it to work, but it requires changes to the settings.
Basically, you cannot use Viewport scaling or Test Width/Height. As this uses the internal Godot scaler, which conflicts with my scaler. The image has to be at native resolution (not scaled) for my algorithm to function. The changes required are setting Stretch Mode to Disabled, Aspect to Ignore, and setting Test Width/Height to 0/0. This will display a 1080p window with everything working, as shown in the above image.
nice! in this print the rendering got pretty pixelated... the filters solve it?
i tried again in a fully test scene, but it don't appear as a selectable node or in the plugins screen, what happened?