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Corrected issue with HIghDPI display on OSX
Well, not tested yet but it should work...
This commit is contained in:
10
src/core.c
10
src/core.c
@@ -1614,7 +1614,14 @@ static void InitGraphicsDevice(int width, int height)
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TraceLog(INFO, "Trying to enable VSYNC");
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TraceLog(INFO, "Trying to enable VSYNC");
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}
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}
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//glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
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#ifdef __APPLE__
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// Get framebuffer size of current window
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// NOTE: Required to handle HighDPI display correctly
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// TODO: Probably should be added for other systems too or managed
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// internally by GLFW3 callback: glfwSetFramebufferSizeCallback()
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glfwGetFramebufferSize(window, &renderWidth, &renderHeight);
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#endif
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#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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@@ -1765,6 +1772,7 @@ static void InitGraphicsDevice(int width, int height)
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#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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// Initialize OpenGL context (states and resources)
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// Initialize OpenGL context (states and resources)
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// NOTE: screenWidth and screenHeight not used, just stored as globals
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rlglInit(screenWidth, screenHeight);
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rlglInit(screenWidth, screenHeight);
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// Initialize screen viewport (area of the screen that you will actually draw to)
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// Initialize screen viewport (area of the screen that you will actually draw to)
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