Fox, on 10 November 2012 - 08:22 PM, said:
I got a particular problem with 320 x 200 mode, everything is stretched now, instead of rendering the exact pixels. I don't think the aspect ratio should be corrected in 8:5, and there should have a gamevar that returns whenever it is being corrected or not.

For stretching the background tile in the start menu, there's
hud_bgstretch, which controls passing bit 1024 to the respective
rotatesprite call. However it's unrelated to any aspect correction done when rendering a screne.
I disagree with your two suggestions: there's already precise aspect correction control using various cvars; you just have to know their names and meaning. More importantly, a mod should be resolution-agnostic and never have to assume a particular screen configuration at the user's end.
What is planned though is a finer control over CON's
showview, also as far as aspect is concerned.
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And frankly the screen resolution option is quite confusing now. You should be able to select the aspect ratio first with the options <8:5> <8:6> <16:9>, and select the resolution next.
It was simply the easiest way of integrating that option into the existing menu system.
EDIT: A related question is, how necessary is correction for non-square pixels in our days? It's probably somewhat useful to people that need to run EDuke32 at lower, non-native resolutions for performance reasons, but OTOH it does make life more complicated. I've been considering of deprecating that functionality, but I'd like to have some input first. (Note: the classic way of determining aspect -- assuming a 8:5 resolution is displayed on a 4:3 screen -- isn't directly touched by that.)