Opened 17 months ago
Last modified 6 weeks ago
#2458 assigned enhancement
xpra shadow: on client maximize, scale the other screen "perfectly"
Reported by: | stdedos | Owned by: | Antoine Martin |
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Priority: | minor | Milestone: | 4.2 |
Component: | client | Version: | 3.0.x |
Keywords: | Cc: |
Description
Attempt to almost imitate the RDP protocol.
I would guess that changing the underlaying resolution would be way too complicated, since the monitors are attached to physical monitors.
When maximizing the client (or going full screen), attempt to scale the image perfectly to size (optionally, give the option to add black bars to avoid weird stretching).
Note that the scale "you" are doing might be better than the OpenGL scaling (text is unreadable, there are too many artifacts)
Change History (7)
comment:1 follow-up: 3 Changed 17 months ago by
Status: | new → assigned |
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comment:2 Changed 17 months ago by
Component: | android → client |
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comment:3 Changed 17 months ago by
Replying to Antoine Martin:
Previously discussed in #2455 where some screenshots can be found.
Note that the scale "you" are doing might be better than the OpenGL scaling (text is unreadable, there are too many artifacts)
I don't understand this bit. OpenGL scaling is not meant to give any artifacts. There may be a slight blur with non whole integer scaling, but when scaling by 200%, it should be "pixel perfect" - which just means you get jagged edges
Apologies, I keep forgetting to mention everything all the time 😅.
My usecase is scaling down, not up. (Q)HD to 1366x768 screen
comment:4 Changed 17 months ago by
comment:5 Changed 13 months ago by
Milestone: | 4.0 → 4.1 |
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comment:6 Changed 5 months ago by
Milestone: | 4.1 → 4.2 |
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comment:7 Changed 6 weeks ago by
this ticket has been moved to: https://github.com/Xpra-org/xpra/issues/2458
Previously discussed in #2455 where some screenshots can be found.
I don't understand this bit. OpenGL scaling is not meant to give any artifacts. There may be a slight blur with non whole integer scaling, but when scaling by 200%, it should be "pixel perfect" - which just means you get jagged edges.