Update SetupViewport so that it doesn't subtract offset from render dimensions when calling rlViewport (#2064)
Co-authored-by: Michael <michael@cubeofb.org>
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@ -4377,9 +4377,9 @@ static void SetupViewport(int width, int height)
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#if defined(__APPLE__)
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#if defined(__APPLE__)
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float xScale = 1.0f, yScale = 1.0f;
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float xScale = 1.0f, yScale = 1.0f;
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glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
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glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
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rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
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rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width)*xScale, (CORE.Window.render.height)*yScale);
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#else
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#else
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rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
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rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width, CORE.Window.render.height);
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#endif
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#endif
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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