Corrected issue on OSX with High DPI display
Many thanks to Marcelo Paez (paezao)
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@ -249,6 +249,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks
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- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
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- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
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- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
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- Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
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[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
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21
src/core.c
21
src/core.c
@ -1612,16 +1612,7 @@ static void InitGraphicsDevice(int width, int height)
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{
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glfwSwapInterval(1);
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TraceLog(INFO, "Trying to enable VSYNC");
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}
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#ifdef __APPLE__
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// Get framebuffer size of current window
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// NOTE: Required to handle HighDPI display correctly
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// TODO: Probably should be added for other systems too or managed
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// internally by GLFW3 callback: glfwSetFramebufferSizeCallback()
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glfwGetFramebufferSize(window, &renderWidth, &renderHeight);
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#endif
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}
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#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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@ -1775,9 +1766,19 @@ static void InitGraphicsDevice(int width, int height)
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// NOTE: screenWidth and screenHeight not used, just stored as globals
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rlglInit(screenWidth, screenHeight);
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#ifdef __APPLE__
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// Get framebuffer size of current window
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// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
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// is automatically reasized to adapt to new DPI.
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// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
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int fbWidth, fbHeight;
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glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
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rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
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#else
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// Initialize screen viewport (area of the screen that you will actually draw to)
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// NOTE: Viewport must be recalculated if screen is resized
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rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
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#endif
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// Initialize internal projection and modelview matrices
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// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
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