Reverted HiDPI changes, they break 2D mode on HiDPI :(
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@ -1084,7 +1084,7 @@ void BeginDrawing(void)
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previousTime = currentTime;
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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rlMultMatrixf(MatrixToFloat(screenScaling)); // If downscale required, apply it here
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rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling
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//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
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// NOTE: Not required with OpenGL 3.3+
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@ -2465,7 +2465,7 @@ static bool InitGraphicsDevice(int width, int height)
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float scaleRatio = 0.0f;
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glfwGetWindowContentScale(window, &scaleRatio, NULL);
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scaleRatio = roundf(scaleRatio);
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screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
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//screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
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#endif
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renderWidth = screenWidth;
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renderHeight = screenHeight;
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@ -2882,10 +2882,9 @@ static bool InitGraphicsDevice(int width, int height)
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// Set viewport parameters
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static void SetupViewport(void)
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{
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#if defined(PLATFORM_DESKTOP)
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#if defined(__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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// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer 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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