Another demo change to fix High DPI screens
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@ -143,7 +143,7 @@ nk_glfw3_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor(
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glScissor(
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(GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
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(GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
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(GLint)((glfw.display_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
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(GLint)((glfw.height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
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(GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
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(GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
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(GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
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(GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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@ -263,7 +263,7 @@ nk_glfw3_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor(
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glScissor(
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(GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
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(GLint)(cmd->clip_rect.x * glfw.fb_scale.x),
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(GLint)((glfw.display_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
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(GLint)((glfw.height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * glfw.fb_scale.y),
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(GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
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(GLint)(cmd->clip_rect.w * glfw.fb_scale.x),
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(GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
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(GLint)(cmd->clip_rect.h * glfw.fb_scale.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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@ -132,7 +132,7 @@ nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_b
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor(
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glScissor(
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(GLint)(cmd->clip_rect.x * scale.x),
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(GLint)(cmd->clip_rect.x * scale.x),
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(GLint)((display_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
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(GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
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(GLint)(cmd->clip_rect.w * scale.x),
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(GLint)(cmd->clip_rect.w * scale.x),
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(GLint)(cmd->clip_rect.h * scale.y));
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(GLint)(cmd->clip_rect.h * scale.y));
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
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@ -254,7 +254,7 @@ nk_sdl_render(enum nk_anti_aliasing AA, int max_vertex_buffer, int max_element_b
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor(
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glScissor(
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(GLint)(cmd->clip_rect.x * scale.x),
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(GLint)(cmd->clip_rect.x * scale.x),
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(GLint)((display_height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
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(GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
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(GLint)(cmd->clip_rect.w * scale.x),
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(GLint)(cmd->clip_rect.w * scale.x),
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(GLint)(cmd->clip_rect.h * scale.y));
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(GLint)(cmd->clip_rect.h * scale.y));
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