(09-14-2013, 09:48 AM)delroth Wrote: [ -> ]Post #7: Quote:You can see the 3D render was set up to accommodate the non-square pixels (note his medallion after correction), but the 2D UI was not (note the circular icon below his medallion).
He was talking about how the game is designed, not how Dolphin behaves. As I said, the screenshots are identical except for the horizontal scaling.
If 3D and 2D elements were being scaled differently by the emulator (and not by design) all kinds of things would look wrong.
VideoInterface.cpp even contains this comment: "//Somewhere it sets screen width.. we need to communicate this to the gfx backend..."
So it's obviously not being handled...
3D and 2D elements are not being scaled differently by the emulator. The only difference between "3D" and "2D" is the type of projection matrix used to transform the vertices (for 3D, a perspective projection matrix, for 2D, an orthogonal projection matrix). Basically, 3D/2D just differs by a matrix, which is provided by the game. If aspect ratios are not the same for both, the game is using different aspect ratios.
How is that relevant to the problem? The same projection matrices are used for both screenshots...
The issue has nothing to do with projections, it is about the pixel aspect ratios of the FINAL output.
tueidj is right, and it's the same thing i pointed out in irc days ago

Also as I said before, measuring "accuracy" gain due to this is pretty much impossible since you can keep adding more elements to be simulated: the finer points of VI, TV scanning, CRT projection, LCD pixel arrangement, host screen characteristics....blah, pointless.