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@ -1293,6 +1293,10 @@ void EndTextureMode(void) |
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// Set viewport to default framebuffer size |
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SetupViewport(renderWidth, renderHeight); |
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// Reset current screen size |
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currentWidth = GetScreenWidth(); |
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currentHeight = GetScreenHeight(); |
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} |
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// Returns a ray trace from mouse position |
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@ -2920,12 +2924,6 @@ static void SetupViewport(int width, int height) |
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix |
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rlLoadIdentity(); // Reset current matrix (MODELVIEW) |
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// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D()) |
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// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor, |
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// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported) |
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currentWidth = screenWidth; |
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currentHeight = screenHeight; |
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} |
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// Compute framebuffer size relative to screen size and display size |
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@ -3706,6 +3704,12 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) |
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{ |
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SetupViewport(width, height); // Reset viewport and projection matrix for new size |
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// Set current screen size |
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screenWidth = width; |
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screenHeight = height; |
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currentWidth = width; |
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currentHeight = height; |
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// NOTE: Postprocessing texture is not scaled to new size |
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windowResized = true; |
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