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@ -1084,7 +1084,7 @@ void BeginDrawing(void) |
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previousTime = currentTime; |
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rlLoadIdentity(); // Reset current matrix (MODELVIEW) |
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rlMultMatrixf(MatrixToFloat(screenScaling)); // If downscale required, apply it here |
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rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling |
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//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 |
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// NOTE: Not required with OpenGL 3.3+ |
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@ -2465,7 +2465,7 @@ static bool InitGraphicsDevice(int width, int height) |
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float scaleRatio = 0.0f; |
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glfwGetWindowContentScale(window, &scaleRatio, NULL); |
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scaleRatio = roundf(scaleRatio); |
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screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio); |
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o">//screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio); |
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#endif |
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renderWidth = screenWidth; |
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renderHeight = screenHeight; |
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@ -2882,10 +2882,9 @@ static bool InitGraphicsDevice(int width, int height) |
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// Set viewport parameters |
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static void SetupViewport(void) |
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{ |
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#if defined(PLATFORM_DESKTOP) |
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#if defined(__APPLE__) |
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// Get framebuffer size of current window |
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// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer |
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// is automatically reasized to adapt to new DPI. |
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// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer is automatically reasized to adapt to new DPI. |
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// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() |
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int fbWidth, fbHeight; |
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glfwGetFramebufferSize(window, &fbWidth, &fbHeight); |
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