-
-
Notifications
You must be signed in to change notification settings - Fork 2.5k
[rcore] Wayland: GLFW framebuffer scale is handled incorrectly #4908
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Comments
Definitely, that should be reviewed. |
👋🏼 I recently updated Raylib and my game doesn't work anymore. I'm not sure if this Issue is the right place to report it or if I should open a new Issue. Steps to reproduce:
This should work! ![]() Now
Expected: Should also work Actual: it looks wrong. It's super zoomed in ![]() I found two workarounds:
Is this bug related to the current issue, or should I open a new one? My issue was introduced in 5c954c1 which seems related... |
@vegerot I was testing this on a Mac earlier, and it seems that the old behavior was horribly broken. Fundamentally, you should be drawing things according to the window size and not the render size, which is the default behavior for GLFW (and I assume SDL too but I haven't checked). I need to get on fixing this for all platforms and re-aligning with modern GLFW/SDL. Also, on Mac, you should likely always have |
Please, before submitting a new issue verify and check:
Issue description
This is effectively a followup to #4815.
GLFW 4.3 now handles fractional scaling correctly by default, namely changing
GLFW_COCOA_RETINA_FRAMEBUFFER
toGLFW_SCALE_FRAMEBUFFER
and enabling it by default. much of the handling the Raylib to handle when screen size doesn't equal render size is redundant and breaks rendering.I'm including a workaround that goes back to pre-4.3 behavior. I also wrote a more complete fix, but I don't have the means to test it, so I figured going back to old behavior would be preferable for now.
Environment
Cmake command:
Issue Screenshot
Current behavior is identical to the screenshot in #4815
Code Example
The text was updated successfully, but these errors were encountered: