Forums » Android
Adjusting screen resolution
So I tried to run VO on my kiwi phone (had no issues on my Sony Xperia Mini Pro) and ran into trouble due to the game resolution being set wrong.
The phone is a Sony Xperia Tipo (ST21a), running Android 4.0.4. VO is the latest version from the Android Market (err "Play Store"), 1.8.241.
I tried manually adjusting the resolution through the config.ini:
xres=320
yres=480
bpp=24
The errors.log reads the following:
* Found driver: "OpenGL ES GKGL driver". Type 5 etc
* Note: Didn't find exact match for 320x480x24.
* Here are the available modes:
* 0) 480x580x24
* and it picked mode 0
Which means I only see part of the screen and can not press any buttons, not even the ones I can see.
Is there any workaround for this?
The phone is a Sony Xperia Tipo (ST21a), running Android 4.0.4. VO is the latest version from the Android Market (err "Play Store"), 1.8.241.
I tried manually adjusting the resolution through the config.ini:
xres=320
yres=480
bpp=24
The errors.log reads the following:
* Found driver: "OpenGL ES GKGL driver". Type 5 etc
* Note: Didn't find exact match for 320x480x24.
* Here are the available modes:
* 0) 480x580x24
* and it picked mode 0
Which means I only see part of the screen and can not press any buttons, not even the ones I can see.
Is there any workaround for this?
1.8.241.1 ( "- Fixed UI being slightly too wide on some aspect ratios/resolutions." )
did not help either.
did not help either.
I'm surprised VO shows up as being available for the Sony Xperia Tipo. The screen size is too small to support VO effectively.
If you can post your openglESinfo.log file (located in the same place as the errors.log), I may be able to help.
If you can post your openglESinfo.log file (located in the same place as the errors.log), I may be able to help.
Well, I dare to argue that any touchscreen device without lots of expensive techtoys is "ineffective" for VO, but I know what you mean :P
Here's the openglESinfo.log:
----
Vendor: Qualcomm
Renderer: Adreno (TM) 200
Version: OpenGL ES 2.0 2184622
Extensions: GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_AMD_program_binary_Z400 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object GL_QCOM_alpha_test GL_QCOM_binning_control GL_QCOM_driver_control GL_QCOM_perfmon_global_mode GL_QCOM_extended_get GL_QCOM_extended_get2 GL_QCOM_tiled_rendering GL_QCOM_writeonly_rendering GL_AMD_compressed_3DC_texture
GL_VIEWPORT: (0,0) - (480,320)
GL_MAX_TEXTURE_IMAGE_UNITS: 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 4
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 20
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 4096
GL_MAX_RENDERBUFFER_SIZE: 4096
GL_MAX_VERTEX_ATTRIBS: 16
GL_MAX_VARYING_VECTORS: 8
GL_MAX_VERTEX_UNIFORM_VECTORS: 251
GL_MAX_FRAGMENT_UNIFORM_VECTORS: 221
GL_SUBPIXEL_BITS: 4
GL_MAX_VIEWPORT_DIMS: 4096
GL_ALIASED_LINE_WIDTH_RANGE: 1.000000 - 8.000000
GL_ALIASED_POINT_SIZE_RANGE: 1.000000 - 128.000000
GL_MAX_TEXTURE_MAX_ANISOTROPY: 16.000000
GL_SAMPLE_BUFFERS: 0
GL_SAMPLES: 1
GL_SHADER_COMPILER: 1
GL_NUM_SHADER_BINARY_FORMATS: 0
GL_NUM_COMPRESSED_TEXTURE_FORMATS: 16
0x000087f9
0x000087fa
0x00008c92
0x00008c93
0x000087ee
0x00008d64
0x00008b90
0x00008b91
0x00008b92
0x00008b93
0x00008b94
0x00008b95
0x00008b96
0x00008b97
0x00008b98
0x00008b99
Using GL_DEPTH_COMPONENT24_OES
viewport: 480x580, (diff = 0x0)
Here's the openglESinfo.log:
----
Vendor: Qualcomm
Renderer: Adreno (TM) 200
Version: OpenGL ES 2.0 2184622
Extensions: GL_AMD_compressed_ATC_texture GL_AMD_performance_monitor GL_AMD_program_binary_Z400 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_type_2_10_10_10_REV GL_NV_fence GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth_texture GL_OES_depth24 GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_fragment_precision_high GL_OES_get_program_binary GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_vertex_type_10_10_10_2 GL_OES_vertex_array_object GL_QCOM_alpha_test GL_QCOM_binning_control GL_QCOM_driver_control GL_QCOM_perfmon_global_mode GL_QCOM_extended_get GL_QCOM_extended_get2 GL_QCOM_tiled_rendering GL_QCOM_writeonly_rendering GL_AMD_compressed_3DC_texture
GL_VIEWPORT: (0,0) - (480,320)
GL_MAX_TEXTURE_IMAGE_UNITS: 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 4
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 20
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_CUBE_MAP_TEXTURE_SIZE: 4096
GL_MAX_RENDERBUFFER_SIZE: 4096
GL_MAX_VERTEX_ATTRIBS: 16
GL_MAX_VARYING_VECTORS: 8
GL_MAX_VERTEX_UNIFORM_VECTORS: 251
GL_MAX_FRAGMENT_UNIFORM_VECTORS: 221
GL_SUBPIXEL_BITS: 4
GL_MAX_VIEWPORT_DIMS: 4096
GL_ALIASED_LINE_WIDTH_RANGE: 1.000000 - 8.000000
GL_ALIASED_POINT_SIZE_RANGE: 1.000000 - 128.000000
GL_MAX_TEXTURE_MAX_ANISOTROPY: 16.000000
GL_SAMPLE_BUFFERS: 0
GL_SAMPLES: 1
GL_SHADER_COMPILER: 1
GL_NUM_SHADER_BINARY_FORMATS: 0
GL_NUM_COMPRESSED_TEXTURE_FORMATS: 16
0x000087f9
0x000087fa
0x00008c92
0x00008c93
0x000087ee
0x00008d64
0x00008b90
0x00008b91
0x00008b92
0x00008b93
0x00008b94
0x00008b95
0x00008b96
0x00008b97
0x00008b98
0x00008b99
Using GL_DEPTH_COMPONENT24_OES
viewport: 480x580, (diff = 0x0)
Try adding this to the [gles] section in your config.ini file (or add the [gles] section if it isn't present)
[gles]
rt_width=960
rt_height=540
Post the openglESinfo.log after you make that change.
It'll probably make the screen too small to be usable though.
[gles]
rt_width=960
rt_height=540
Post the openglESinfo.log after you make that change.
It'll probably make the screen too small to be usable though.
Thank you ray, I'll try that when I get back from work!