Corrected issue with HIghDPI display on OSX

Well, not tested yet but it should work...
This commit is contained in:
raysan5 2016-07-26 13:02:25 +02:00
parent 6d68c78989
commit 07a375e2d6
1 changed files with 9 additions and 1 deletions

View File

@ -1614,7 +1614,14 @@ static void InitGraphicsDevice(int width, int height)
TraceLog(INFO, "Trying to enable VSYNC");
}
//glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
#ifdef __APPLE__
// Get framebuffer size of current window
// NOTE: Required to handle HighDPI display correctly
// TODO: Probably should be added for other systems too or managed
// internally by GLFW3 callback: glfwSetFramebufferSizeCallback()
glfwGetFramebufferSize(window, &renderWidth, &renderHeight);
#endif
#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@ -1765,6 +1772,7 @@ static void InitGraphicsDevice(int width, int height)
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
// Initialize OpenGL context (states and resources)
// NOTE: screenWidth and screenHeight not used, just stored as globals
rlglInit(screenWidth, screenHeight);
// Initialize screen viewport (area of the screen that you will actually draw to)