I've discovered another problem:
ok now thanks to mrmario64 calculation of coordinates
are ok using compensation, BUT, the two constants for x
and y are BAD!
In current CVS x is .85 and y is 1.2, the real bad
working constant is y as all "things" are multiplied in
theyr dimensions for 1.2 in height. Just try for
yourself: go to first page of general settings in the
GUI in both 16:9 and 4:3, you will notice that strings
take lot more space in 16:9 in theyr height and in 16:9
for this cause you will not be able to see page 1 of 2
also, because it is outside the screen in the bottom.
For 16:9 compensation the only coordinate that need
adjusting is x, so just try to compile the current CVS
with #define WIDE_SCREEN_COMPENSATIONY (FLOAT)1.0 //It
was 1.2 and you will be very happy.
I think leaving x to 0.85 is still acceptable but the
real x value for having a perfect font is 0.75 using
this simple formula (4/3)/(16/9). This is true both for
PAL and NTSC since pixels doesn't matter, 16:9 is 16:9
and 4:3 is 4:3 whatever resolution you are using.
Currently i'm using y to 1.0 and x to 0.85 (0.85 make
the fonts a little more big then using 0.75).
Now i'm attaching a PAL 16:9 ONLY skin.xml file to use
with current CVS and my above patch applied,
visualization will be perfect (it is the best i can
make keeping in consideration overscan etc).
As always sorry for my english (i'm italian), but i
hope i give the point.
PS
For reference i've written this in the forum too:
http://www.xboxmediaplayer.de/cgi-bin/ib31/ikonboard.cgi?s=83ee48eb4cb5c7723966f783dbb29775;act=ST;f=12;t=3161;st=90;&#entry25524
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Can you make a skin.xml that supports all video formats?
otherwise can't implement it into the CVS (or replace old)
This is the same reason why this skin.xml was never in CVS:
http://sourceforge.net/tracker/index.php?
func=detail&aid=713732&group_id=64793&atid=508680
skin.xml must support all formats, same as the existing skin.xml
<!-- Set the resolution you want XBMP to run in -->
<!-- 1 - Use Xbox video settings to determing -->
<!-- 2 - NTSC 720x480 @ 4:3 -->
<!-- 3 - NTSC 720x480 @ 16:9 -->
<!-- 4 - PAL 720x576 @ 4:3 -->
<!-- 5 - PAL 720x576 @ 16:9 -->
<!-- 6 - HDTV 1280x720 @ 16:9 -->
<!-- 7 - HDTV 1920x1080 @ 16:9 -->
<resolution>1</resolution>
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I tried this out, and IMO it is not the best solution to the
problem.
Perhaps if the skin.xml is tweaked a bit further this would look
better?
Can others please try this out and see if they like it or not?
I found that screen real-estate is not taken good advantage
with the above patch.
16:9 PAL good with this patch on the way!
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It is not the real final solution but it is the most
complete for now, as i dont wanna things OUT OF SCREEN it is
better to have a little larger fonts. I'm still working on
code and skin file to solve the problem and im near a good
compromise.
As XBMP is using static calculation of coordinates on 4:3
and 16:9 the height of the screen in pal is still 576 pixels
so we cannot compensate Y or we move things out of screen.
However now i've uploaded a new FULL skin.xml file (with
corrected PAL 16:9 only) to try with this patch.