vbagx/source/ngc/video.cpp
dborth c42a5d40a7 [1.0.9 - April 7, 2009]
* Gamecube controller should no longer rumble constantly
2009-04-10 03:19:29 +00:00

720 lines
20 KiB
C++

/****************************************************************************
* Visual Boy Advance GX
*
* Tantric September 2008
* softdev 2007
*
* video.cpp
*
* Generic GX Support for Emulators
* NGC GX Video Functions
* These are pretty standard functions to setup and use GX scaling.
***************************************************************************/
#include <gccore.h>
#include <unistd.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <malloc.h>
#include <wiiuse/wpad.h>
#include "images/bg.h"
#include "vba.h"
#include "menudraw.h"
#include "gui/gui.h"
s32 CursorX, CursorY;
bool CursorVisible;
bool CursorValid;
bool TiltScreen = false;
float TiltAngle = 0;
u32 FrameTimer = 0;
GuiImageData * pointer1;
/*** External 2D Video ***/
/*** 2D Video Globals ***/
static GXRModeObj *vmode = NULL; // Graphics Mode Object
unsigned int *xfb[2]; // Framebuffers
int whichfb = 0; // Frame buffer toggle
int screenheight;
int screenwidth;
/*** 3D GX ***/
#define DEFAULT_FIFO_SIZE ( 256 * 1024 )
static u8 gp_fifo[DEFAULT_FIFO_SIZE] ATTRIBUTE_ALIGN(32);
static unsigned int copynow = GX_FALSE;
/*** Texture memory ***/
static u8 *texturemem = NULL;
static int texturesize;
static GXTexObj texobj;
static Mtx view;
static int vwidth, vheight;
static int updateScaling;
bool progressive = false;
/* New texture based scaler */
typedef struct tagcamera
{
Vector pos;
Vector up;
Vector view;
}
camera;
/*** Square Matrix
This structure controls the size of the image on the screen.
***/
static s16 square[] ATTRIBUTE_ALIGN(32) = {
/*
* X, Y, Z
* Values set are for roughly 4:3 aspect
*/
-200, 200, 0, // 0
200, 200, 0, // 1
200, -200, 0, // 2
-200, -200, 0 // 3
};
static camera cam = { {0.0F, 0.0F, 0.0F},
{0.0F, 0.5F, 0.0F},
{0.0F, 0.0F, -0.5F}
};
/****************************************************************************
* VideoThreading
***************************************************************************/
#define TSTACK 16384
static lwpq_t videoblankqueue;
static lwp_t vbthread;
static unsigned char vbstack[TSTACK];
/****************************************************************************
* vbgetback
*
* This callback enables the emulator to keep running while waiting for a
* vertical blank.
*
* Putting LWP to good use :)
***************************************************************************/
static void *
vbgetback (void *arg)
{
while (1)
{
VIDEO_WaitVSync (); /**< Wait for video vertical blank */
LWP_SuspendThread (vbthread);
}
return NULL;
}
/****************************************************************************
* InitVideoThread
*
* libOGC provides a nice wrapper for LWP access.
* This function sets up a new local queue and attaches the thread to it.
***************************************************************************/
void
InitVideoThread ()
{
/*** Initialise a new queue ***/
LWP_InitQueue (&videoblankqueue);
/*** Create the thread on this queue ***/
LWP_CreateThread (&vbthread, vbgetback, NULL, vbstack, TSTACK, 150);
}
/****************************************************************************
* copy_to_xfb
*
* Stock code to copy the GX buffer to the current display mode.
* Also increments the frameticker, as it's called for each vb.
***************************************************************************/
static void
copy_to_xfb (u32 arg)
{
if (copynow == GX_TRUE)
{
GX_CopyDisp (xfb[whichfb], GX_TRUE);
GX_Flush ();
copynow = GX_FALSE;
}
FrameTimer++;
}
/****************************************************************************
* Drawing screen
***************************************************************************/
void
clearscreen ()
{
// PAL is 640x576 NOT 640x480!
// Fill the bottom of the screen with the background's top? left corner
int colour = bg[0];
whichfb ^= 1;
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], colour);
if (vmode->xfbHeight==480)
{
memcpy (xfb[whichfb], &bg, 1280 * 480);
}
else if (vmode->xfbHeight<480)
{
memcpy (xfb[whichfb], &bg, 1280 * vmode->xfbHeight);
}
else
{
memcpy (xfb[whichfb], &bg, 1280 * 240);
for (int i=0; i<vmode->xfbHeight-480; i++)
memcpy (((char *)xfb[whichfb])+1280*(240+i), ((char *)&bg)+1280 * 240, 1280 * 1);
memcpy (((char *)xfb[whichfb])+1280*(vmode->xfbHeight-240), ((char *)&bg)+1280 * 240, 1280 * 240);
}
}
void
showscreen ()
{
VIDEO_SetNextFramebuffer (xfb[whichfb]);
VIDEO_Flush ();
updateRumbleFrame();
VIDEO_WaitVSync ();
}
/****************************************************************************
* Scaler Support Functions
****************************************************************************/
static void draw_init(void)
{
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
GX_SetNumTexGens (1);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_InvVtxCache (); // update vertex cache
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
}
static void draw_vert(u8 pos, u8 c, f32 s, f32 t)
{
GX_Position1x8(pos);
GX_Color1x8(c);
GX_TexCoord2f32(s, t);
}
static void draw_square(Mtx v)
{
Mtx m; // model matrix.
Mtx mv; // modelview matrix.
if (TiltScreen)
{
guMtxRotDeg(m, 'z', -TiltAngle);
guMtxScaleApply(m, m, 0.8, 0.8, 1);
}
else
{
guMtxIdentity(m);
}
guMtxTransApply(m, m, 0, 0, -100);
guMtxConcat(v, m, mv);
GX_LoadPosMtxImm(mv, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
draw_vert(0, 0, 0.0, 0.0);
draw_vert(1, 0, 1.0, 0.0);
draw_vert(2, 0, 1.0, 1.0);
draw_vert(3, 0, 0.0, 1.0);
GX_End();
}
static void draw_cursor(Mtx v)
{
if (!CursorVisible || !CursorValid)
return;
GX_InitTexObj(&texobj, pointer1->GetImage(), 96, 96, GX_TF_RGBA8,GX_CLAMP, GX_CLAMP,GX_FALSE);
GX_LoadTexObj(&texobj, GX_TEXMAP0);
GX_SetBlendMode(GX_BM_BLEND,GX_BL_DSTALPHA,GX_BL_INVSRCALPHA,GX_LO_CLEAR);
GX_SetTevOp (GX_TEVSTAGE0, GX_REPLACE);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
Mtx m; // model matrix.
guMtxIdentity(m);
guMtxScaleApply(m, m, 0.070f, 0.10f, 0.06f);
// I needed to hack this position
guMtxTransApply(m, m, CursorX-315, 220-CursorY, -100);
GX_LoadPosMtxImm(m, GX_PNMTX0);
GX_Begin(GX_QUADS, GX_VTXFMT0, 4);
// I needed to hack the texture coords to cut out the opaque bit around the outside
draw_vert(0, 0, 0.4, 0.45);
draw_vert(1, 0, 0.76, 0.45);
draw_vert(2, 0, 0.76, 0.97);
draw_vert(3, 0, 0.4, 0.97);
GX_End();
GX_ClearVtxDesc ();
GX_SetVtxDesc (GX_VA_POS, GX_INDEX8);
GX_SetVtxDesc (GX_VA_CLR0, GX_INDEX8);
GX_SetVtxDesc (GX_VA_TEX0, GX_DIRECT);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_S16, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0);
GX_SetVtxAttrFmt (GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_SetArray (GX_VA_POS, square, 3 * sizeof (s16));
GX_SetNumTexGens (1);
GX_SetTexCoordGen (GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
GX_InvVtxCache (); // update vertex cache
GX_InitTexObj(&texobj, texturemem, vwidth, vheight, GX_TF_RGB565,
GX_CLAMP, GX_CLAMP, GX_FALSE);
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
}
/****************************************************************************
* StartGX
****************************************************************************/
static void GX_Start()
{
Mtx44 p;
GXColor background = { 0, 0, 0, 0xff };
/*** Clear out FIFO area ***/
memset (gp_fifo, 0, DEFAULT_FIFO_SIZE);
/*** Initialise GX ***/
GX_Init (&gp_fifo, DEFAULT_FIFO_SIZE);
GX_SetCopyClear (background, 0x00ffffff);
GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) vmode->xfbHeight / (f32) vmode->efbHeight);
GX_SetScissor (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopySrc (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopyDst (vmode->fbWidth, vmode->xfbHeight);
GX_SetCopyFilter (vmode->aa, vmode->sample_pattern, GX_TRUE, vmode->vfilter);
GX_SetFieldMode (vmode->field_rendering, ((vmode->viHeight == 2 * vmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
GX_SetCullMode (GX_CULL_NONE);
GX_SetDispCopyGamma (GX_GM_1_0);
guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 10, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
GX_CopyDisp (xfb[whichfb], GX_TRUE); // reset xfb
GX_Flush();
pointer1 = new GuiImageData(player1_point_png);
}
/****************************************************************************
* UpdatePadsCB
*
* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
***************************************************************************/
static void
UpdatePadsCB ()
{
#ifdef HW_RVL
WPAD_ScanPads();
#endif
PAD_ScanPads();
}
/****************************************************************************
* Initialise Video
*
* Before doing anything in libogc, it's recommended to configure a video
* output.
****************************************************************************/
void InitialiseVideo ()
{
vmode = VIDEO_GetPreferredMode(NULL);
switch (vmode->viTVMode >> 2)
{
case VI_PAL:
// 576 lines (PAL 50hz)
break;
case VI_NTSC:
// 480 lines (NTSC 60hz)
break;
default:
// 480 lines (PAL 60Hz)
break;
}
#ifdef HW_DOL
/* we have component cables, why don't we switch into progressive?
* on the Wii, the user can do this themselves on their Wii Settings */
if(VIDEO_HaveComponentCable())
vmode = &TVNtsc480Prog;
#endif
// check for progressive scan
if (vmode->viTVMode == VI_TVMODE_NTSC_PROG)
progressive = true;
#ifdef HW_RVL
// widescreen fix
if(CONF_GetAspectRatio())
{
vmode->viWidth = VI_MAX_WIDTH_PAL-12;
vmode->viXOrigin = ((VI_MAX_WIDTH_PAL - vmode->viWidth) / 2) + 2;
}
#endif
VIDEO_Configure(vmode);
screenheight = vmode->xfbHeight;
screenwidth = vmode->fbWidth;
xfb[0] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode));
xfb[1] = (u32 *) MEM_K0_TO_K1 (SYS_AllocateFramebuffer (vmode));
// A console is always useful while debugging
console_init (xfb[0], 20, 64, vmode->fbWidth, vmode->xfbHeight, vmode->fbWidth * 2);
// Clear framebuffers etc.
VIDEO_ClearFrameBuffer (vmode, xfb[0], COLOR_BLACK);
VIDEO_ClearFrameBuffer (vmode, xfb[1], COLOR_BLACK);
VIDEO_SetNextFramebuffer (xfb[0]);
// video callbacks
VIDEO_SetPostRetraceCallback ((VIRetraceCallback)UpdatePadsCB);
VIDEO_SetPreRetraceCallback ((VIRetraceCallback)copy_to_xfb);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(vmode->viTVMode&VI_NON_INTERLACE)
VIDEO_WaitVSync();
copynow = GX_FALSE;
GX_Start();
draw_init();
InitVideoThread ();
}
static void UpdateScaling()
{
int xscale;
int yscale;
float TvAspectRatio;
float GameboyAspectRatio;
float MaxStretchRatio = 1.6f;
if (GCSettings.scaling == 1)
MaxStretchRatio = 1.3f;
else if (GCSettings.scaling == 2)
MaxStretchRatio = 1.6f;
else
MaxStretchRatio = 1.0f;
#ifdef HW_RVL
if (CONF_GetAspectRatio() == CONF_ASPECT_16_9)
TvAspectRatio = 16.0f/9.0f;
else
TvAspectRatio = 4.0f/3.0f;
#else
if (GCSettings.scaling == 3)
TvAspectRatio = 16.0f/9.0f;
else
TvAspectRatio = 4.0f/3.0f;
#endif
if (vwidth == 240) // GBA
GameboyAspectRatio = 240.0f/160.0f; // assumes square pixels on GB Advance
else // GB or GBC
GameboyAspectRatio = 160.0f/144.0f; // assumes square pixels on GB Colour
if (TvAspectRatio>GameboyAspectRatio)
{
yscale = 240; // half of TV resolution 640x480
float StretchRatio = TvAspectRatio/GameboyAspectRatio;
if (StretchRatio > MaxStretchRatio)
StretchRatio = MaxStretchRatio;
xscale = 240.0f*GameboyAspectRatio*StretchRatio * ((4.0f/3.0f)/TvAspectRatio);
}
else
{
xscale = 320; // half of TV resolution 640x480
float StretchRatio = GameboyAspectRatio/TvAspectRatio;
if (StretchRatio > MaxStretchRatio)
StretchRatio = MaxStretchRatio;
yscale = 320.0f/GameboyAspectRatio*StretchRatio / ((4.0f/3.0f)/TvAspectRatio);
}
// change zoom
xscale *= GCSettings.ZoomLevel;
yscale *= GCSettings.ZoomLevel;
// Set new aspect
square[0] = square[9] = -xscale + GCSettings.xshift;
square[3] = square[6] = xscale + GCSettings.xshift;
square[1] = square[4] = yscale - GCSettings.yshift;
square[7] = square[10] = -yscale - GCSettings.yshift;
DCFlushRange (square, 32); // update memory BEFORE the GPU accesses it!
draw_init ();
memset(&view, 0, sizeof(Mtx));
guLookAt(view, &cam.pos, &cam.up, &cam.view);
GX_SetViewport(0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
updateScaling = 0;
}
/****************************************************************************
* ResetVideo_Emu
*
* Reset the video/rendering mode for the emulator rendering
****************************************************************************/
void
ResetVideo_Emu ()
{
GXRModeObj *rmode;
Mtx44 p;
rmode = vmode; // same mode as menu
// reconfigure VI
VIDEO_Configure (rmode);
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], COLOR_BLACK);
VIDEO_Flush();
VIDEO_WaitVSync();
if (rmode->viTVMode & VI_NON_INTERLACE)
VIDEO_WaitVSync();
else
while (VIDEO_GetNextField())
VIDEO_WaitVSync();
// reconfigure GX
GX_SetViewport (0, 0, rmode->fbWidth, rmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) rmode->xfbHeight / (f32) rmode->efbHeight);
GX_SetScissor (0, 0, rmode->fbWidth, rmode->efbHeight);
GX_SetDispCopySrc (0, 0, rmode->fbWidth, rmode->efbHeight);
GX_SetDispCopyDst (rmode->fbWidth, rmode->xfbHeight);
GX_SetCopyFilter (rmode->aa, rmode->sample_pattern, (GCSettings.render == 1) ? GX_TRUE : GX_FALSE, rmode->vfilter); // deflickering filter only for filtered mode
GX_SetFieldMode (rmode->field_rendering, ((rmode->viHeight == 2 * rmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
GX_SetCullMode (GX_CULL_NONE);
GX_SetDispCopyGamma (GX_GM_1_0);
guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 10, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
// reinitialize texture
GX_InvalidateTexAll ();
GX_InitTexObj (&texobj, texturemem, vwidth, vheight, GX_TF_RGB565, GX_CLAMP, GX_CLAMP, GX_FALSE); // initialize the texture obj we are going to use
if (!(GCSettings.render&1))
GX_InitTexObjLOD(&texobj,GX_NEAR,GX_NEAR_MIP_NEAR,2.5,9.0,0.0,GX_FALSE,GX_FALSE,GX_ANISO_1); // original/unfiltered video mode: force texture filtering OFF
GX_Flush();
// set aspect ratio
updateScaling = 1;
}
/****************************************************************************
* ResetVideo_Menu
*
* Reset the video/rendering mode for the menu
****************************************************************************/
void
ResetVideo_Menu ()
{
Mtx44 p;
VIDEO_Configure (vmode);
VIDEO_ClearFrameBuffer (vmode, xfb[whichfb], COLOR_BLACK);
VIDEO_Flush();
VIDEO_WaitVSync();
if (vmode->viTVMode & VI_NON_INTERLACE)
VIDEO_WaitVSync();
else
while (VIDEO_GetNextField())
VIDEO_WaitVSync();
GX_SetViewport (0, 0, vmode->fbWidth, vmode->efbHeight, 0, 1);
GX_SetDispCopyYScale ((f32) vmode->xfbHeight / (f32) vmode->efbHeight);
GX_SetScissor (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopySrc (0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetDispCopyDst (vmode->fbWidth, vmode->xfbHeight);
GX_SetCopyFilter (vmode->aa, vmode->sample_pattern, GX_TRUE, vmode->vfilter);
GX_SetFieldMode (vmode->field_rendering, ((vmode->viHeight == 2 * vmode->xfbHeight) ? GX_ENABLE : GX_DISABLE));
GX_SetPixelFmt (GX_PF_RGB8_Z24, GX_ZC_LINEAR);
guOrtho(p, 480/2, -(480/2), -(640/2), 640/2, 10, 1000); // matrix, t, b, l, r, n, f
GX_LoadProjectionMtx (p, GX_ORTHOGRAPHIC);
}
void GX_Render_Init(int width, int height)
{
if (texturemem)
free(texturemem);
/*** Allocate 32byte aligned texture memory ***/
texturesize = (width * height) * 2;
texturemem = (u8 *) memalign(32, texturesize);
memset(texturemem, 0, texturesize);
/*** Setup for first call to scaler ***/
vwidth = width;
vheight = height;
}
/****************************************************************************
* GX_Render
*
* Pass in a buffer, width and height to update as a tiled RGB565 texture
****************************************************************************/
void GX_Render(int width, int height, u8 * buffer, int pitch)
{
int h, w;
long long int *dst = (long long int *) texturemem;
long long int *src1 = (long long int *) buffer;
long long int *src2 = (long long int *) (buffer + pitch);
long long int *src3 = (long long int *) (buffer + (pitch * 2));
long long int *src4 = (long long int *) (buffer + (pitch * 3));
int rowpitch = (pitch >> 3) * 3;
int rowadjust = ( pitch % 8 ) * 4;
char *ra = NULL;
vwidth = width;
vheight = height;
// Ensure previous vb has complete
while ((LWP_ThreadIsSuspended (vbthread) == 0) || (copynow == GX_TRUE))
usleep (50);
whichfb ^= 1;
if(updateScaling)
UpdateScaling();
// clear texture objects
GX_InvVtxCache();
GX_InvalidateTexAll();
GX_SetTevOp(GX_TEVSTAGE0, GX_DECAL);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
for (h = 0; h < vheight; h += 4)
{
for (w = 0; w < (vwidth >> 2); w++)
{
*dst++ = *src1++;
*dst++ = *src2++;
*dst++ = *src3++;
*dst++ = *src4++;
}
src1 += rowpitch;
src2 += rowpitch;
src3 += rowpitch;
src4 += rowpitch;
if ( rowadjust )
{
ra = (char *)src1;
src1 = (long long int *)(ra + rowadjust);
ra = (char *)src2;
src2 = (long long int *)(ra + rowadjust);
ra = (char *)src3;
src3 = (long long int *)(ra + rowadjust);
ra = (char *)src4;
src4 = (long long int *)(ra + rowadjust);
}
}
// load texture into GX
DCFlushRange(texturemem, texturesize);
GX_SetNumChans(1);
GX_LoadTexObj(&texobj, GX_TEXMAP0);
draw_square(view); // render textured quad
draw_cursor(view); // render cursor
GX_DrawDone();
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
// EFB is ready to be copied into XFB
VIDEO_SetNextFramebuffer(xfb[whichfb]);
VIDEO_Flush();
copynow = GX_TRUE;
// Return to caller, don't waste time waiting for vb
LWP_ResumeThread (vbthread);
}
/****************************************************************************
* Zoom Functions
***************************************************************************/
void
zoom (float speed)
{
if (GCSettings.ZoomLevel > 1)
GCSettings.ZoomLevel += (speed / -100.0);
else
GCSettings.ZoomLevel += (speed / -200.0);
if (GCSettings.ZoomLevel < 0.5)
GCSettings.ZoomLevel = 0.5;
else if (GCSettings.ZoomLevel > 2.0)
GCSettings.ZoomLevel = 2.0;
updateScaling = 1; // update video
}
void
zoom_reset ()
{
GCSettings.ZoomLevel = 1.0;
updateScaling = 1; // update video
}