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Relatively small nitpick, but it seems like a weird choice. Physical coordinates represent the actual pixels on users' monitors, and none of the rendering APIs I'm familiar with (OpenGL, and I assume Vulkan) let you render to fractionally-sized framebuffers. All usage of them is going to require converting them to ints, so why don't we expose them as i32s?
cc @francesca64, as afaik she designed and implemented the current HiDPI API.
The text was updated successfully, but these errors were encountered:
Relatively small nitpick, but it seems like a weird choice. Physical coordinates represent the actual pixels on users' monitors, and none of the rendering APIs I'm familiar with (OpenGL, and I assume Vulkan) let you render to fractionally-sized framebuffers. All usage of them is going to require converting them to ints, so why don't we expose them as
i32
s?cc @francesca64, as afaik she designed and implemented the current HiDPI API.
The text was updated successfully, but these errors were encountered: