WizardStan said:Which is exactly what Exophase said should not be possible. And yet we're seeing it. Conclusion: magic!Yoyobuae said:@WizardStan: If camera transformations don't affect overlays and only the 3D scene instead then the camera could be "adjusted" by the emulator to have wider FOV (essentialy compressing the 3D scene horizontally) and the scene is rendered with wide screen resolution. The overlays will remain streched though.
its simple to do when emulating a system with hardware-transform,
projections matrices with perspective are different from 2D/Ortho matrices.
Ortho (HUD) matrices have [3,3] set to 1 to force the vector's [w] as 1,
Perspective (3D Environment) sets the resulting [w] component to a factor of [z] so [3,3] is usually zero
you then know when the game's trying to render a scene or the HUD, you can then scale the scene's FOV
the only issue is if the game hides off-screen geometry in software or using a hardware-transform feedback mechanism.
if the game does it in software, things wont show up until they're within the game's normal FOV.
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