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Note that letterboxing uses the clear color now, not black bars
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@@ -122,7 +122,7 @@ typedef enum SDL_RendererLogicalPresentation
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{
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SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
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SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
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SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
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SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with the clear color */
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SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
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SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
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} SDL_RendererLogicalPresentation;
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@@ -1445,14 +1445,6 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *rend
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* specific dimensions but to make fonts look sharp, the app turns off logical
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* presentation while drawing text, for example.
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*
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* For the renderer's window, letterboxing is drawn into the framebuffer if
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* logical presentation is enabled during SDL_RenderPresent; be sure to
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* reenable it before presenting if you were toggling it, otherwise the
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* letterbox areas might have artifacts from previous frames (or artifacts
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* from external overlays, etc). Letterboxing is never drawn into texture
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* render targets; be sure to call SDL_RenderClear() before drawing into the
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* texture so the letterboxing areas are cleared, if appropriate.
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*
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* You can convert coordinates in an event into rendering coordinates using
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* SDL_ConvertEventToRenderCoordinates().
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*
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