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Corrected issue with HIghDPI display on OSX

Well, not tested yet but it should work...
pull/166/head
raysan5 9 年之前
父節點
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07a375e2d6
共有 1 個文件被更改,包括 9 次插入1 次删除
  1. +9
    -1
      src/core.c

+ 9
- 1
src/core.c 查看文件

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

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