fix rendering on scaled monitors
I have no idea why this takes the raw unscaled resolution, and then we have to multiply by the scale *again* in render(), but that's life.
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1907ee3879
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ffc19434ee
5
dwl.c
5
dwl.c
@ -699,11 +699,8 @@ rendermon(struct wl_listener *listener, void *data)
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if (!wlr_output_attach_render(m->wlr_output, NULL)) {
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if (!wlr_output_attach_render(m->wlr_output, NULL)) {
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return;
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return;
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}
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}
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/* The "effective" resolution can change if you rotate your outputs. */
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int width, height;
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wlr_output_effective_resolution(m->wlr_output, &width, &height);
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/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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wlr_renderer_begin(renderer, width, height);
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wlr_renderer_begin(renderer, m->wlr_output->width, m->wlr_output->height);
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float color[4] = {0.3, 0.3, 0.3, 1.0};
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float color[4] = {0.3, 0.3, 0.3, 1.0};
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wlr_renderer_clear(renderer, color);
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wlr_renderer_clear(renderer, color);
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