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was RenderingServer.black_bars_set_margins removed intentionally in Godot 4.0 beta 2 #67286

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fishclaws opened this issue Oct 11, 2022 · 5 comments

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@fishclaws
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Godot version

4.0 beta 2

System information

Windows 10

Issue description

was RenderingServer.black_bars_set_margins removed intentionally?

Steps to reproduce

try running a project with code

Minimal reproduction project

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@Calinou
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Calinou commented Oct 12, 2022

Which version was that method removed in? Can you link to the commit that removed it?

@akien-mga
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The black bars methods were removed by @reduz in #50040 as part of a general cleanup.
I'm not sure if an alternative is provided via a different API or if it should be reimplemented.

@akien-mga akien-mga added this to the 4.0 milestone Oct 12, 2022
@akien-mga akien-mga moved this to To Assess in 4.x Priority Issues Oct 12, 2022
@clayjohn clayjohn modified the milestones: 4.0, 4.x Jan 12, 2023
@API-Beast
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Any plans to re-add this?

It would make sense as part of the Window class, setter/getters for black_bar_bottom, black_bar_top, black_bar_left, black_bar_right. Useful for drawing the game at a lower fixed resolution than the window size.

@Calinou
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Calinou commented Aug 16, 2023

It would make sense as part of the Window class, setter/getters for black_bar_bottom, black_bar_top, black_bar_left, black_bar_right. Useful for drawing the game at a lower fixed resolution than the window size.

If you're looking for integer scaling, this is implemented in 4.2: #75784

@API-Beast
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Oh no that's not the problem, you can already set Window.content_scale_factor to integer values in 4.1. The point "black bars", or margins would be to have the aspect ratio of the viewport be different than the aspect ratio of the screen. (Since you can't control the size of the window, for example when in fullscreen.)

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