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This issue is directly related to #837.
When creating a RenderTexture on a HighDPI application:
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());GetScreenWidth() and GetScreenHeight() actually return the original screen size requested by the user, despite that everything drawn is scaled to match HighDPI. So, we end up with a RenderTexture smaller than the actual render size.
One possible solution would be to consider the scaleFactor directly on GetScreenWidth() and GetScreenHeight() but if those calls are used in game logic for some maths it will lend to logic errors, because scaling is done automatically only on drawing.
Another solution would be directly exposing the HighDPI scaleFactor and let the user manage everything.
Feedback is welcome!
jozanza, ecton, ismyhc, MSylvia, redthing1 and 1 more
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bugThis is a bugThis is a bug