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Revert GLFW_SCALE_FRAMEBUFFER to pre GLFW 4.3 behavior
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@@ -1381,6 +1381,12 @@ int InitPlatform(void)
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if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
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else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
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// HACK: Most of this was written before GLFW_SCALE_FRAMEBUFFER existed and
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// was enabled by default. Disabling it gets back the old behavior. A
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// complete fix will require removing a lot of CORE.Window.render
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// manipulation code.
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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{
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// Resize window content area based on the monitor content scale.
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@@ -1388,7 +1394,7 @@ int InitPlatform(void)
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// On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
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#if defined(__APPLE__)
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glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
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#endif
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}
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else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
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@@ -1602,7 +1608,7 @@ int InitPlatform(void)
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if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
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{
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// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
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// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
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// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
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#if !defined(__APPLE__)
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glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
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