Browse Source

REVIEWED: Scissor mode to support RenderTexture #3510

pull/3512/head
Ray 1 year ago
parent
commit
8739c28949
1 changed files with 3 additions and 5 deletions
  1. +3
    -5
      src/rcore.c

+ 3
- 5
src/rcore.c View File

@ -1088,22 +1088,20 @@ void BeginScissorMode(int x, int y, int width, int height)
rlEnableScissorTest();
GLint id = 0;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &id); // Test for render texture
#if defined(__APPLE__)
if(!id)
if (CORE.Window.usingFbo)
{
Vector2 scale = GetWindowScaleDPI();
rlScissor((int)(x*scale.x), (int)(GetScreenHeight()*scale.y - (((y + height)*scale.y))), (int)(width*scale.x), (int)(height*scale.y));
}
#else
if (o">!id && (CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
if (n">CORE.Window.usingFbo && ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0))
{
Vector2 scale = GetWindowScaleDPI();
rlScissor((int)(x*scale.x), (int)(CORE.Window.currentFbo.height - (y + height)*scale.y), (int)(width*scale.x), (int)(height*scale.y));
}
#endif
else
else
{
rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
}

Loading…
Cancel
Save