Considering the window's scale when setting the viewport. (#1659)
This appears to fix the issue with macOS windows opening with the wrong scale.
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src/core.c
10
src/core.c
@ -4258,10 +4258,12 @@ static void SetupViewport(int width, int height)
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CORE.Window.render.width = width;
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CORE.Window.render.height = height;
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// Set viewport width and height
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// NOTE: We consider render size and offset in case black bars are required and
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// render area does not match full display area (this situation is only applicable on fullscreen mode)
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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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// Set viewport width and height
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// NOTE: We consider render size (scaled) and offset in case black bars are required and
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// render area does not match full display area (this situation is only applicable on fullscreen mode)
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float xScale = 1, yScale = 1;
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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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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlLoadIdentity(); // Reset current matrix (projection)
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