Corrected issue with texture rendering

Not sure if already corrected...
This commit is contained in:
Ray 2019-05-01 16:15:33 +02:00
parent bb2841a26d
commit c9025ed205

View File

@ -1293,6 +1293,10 @@ void EndTextureMode(void)
// Set viewport to default framebuffer size
SetupViewport(renderWidth, renderHeight);
// Reset current screen size
currentWidth = GetScreenWidth();
currentHeight = GetScreenHeight();
}
// Returns a ray trace from mouse position
@ -2920,12 +2924,6 @@ static void SetupViewport(int width, int height)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
currentWidth = screenWidth;
currentHeight = screenHeight;
}
// Compute framebuffer size relative to screen size and display size
@ -3706,6 +3704,12 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
SetupViewport(width, height); // Reset viewport and projection matrix for new size
// Set current screen size
screenWidth = width;
screenHeight = height;
currentWidth = width;
currentHeight = height;
// NOTE: Postprocessing texture is not scaled to new size
windowResized = true;