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author | Devin J. Pohly <djpohly@gmail.com> | 2020-04-21 21:55:36 -0500 |
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committer | Devin J. Pohly <djpohly@gmail.com> | 2020-04-21 21:56:01 -0500 |
commit | ffc19434ee2009a0e8bdf7d830b3744cd79e4eb8 (patch) | |
tree | b8556460a8cbfc7b7208ce071c4f5e73313d2fd9 | |
parent | 1907ee3879d9dbeccad311aa3e2fc36e3a7be1d5 (diff) |
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.
-rw-r--r-- | dwl.c | 5 |
1 files changed, 1 insertions, 4 deletions
@@ -699,11 +699,8 @@ rendermon(struct wl_listener *listener, void *data) if (!wlr_output_attach_render(m->wlr_output, NULL)) { return; } - /* The "effective" resolution can change if you rotate your outputs. */ - int width, height; - wlr_output_effective_resolution(m->wlr_output, &width, &height); /* Begin the renderer (calls glViewport and some other GL sanity checks) */ - wlr_renderer_begin(renderer, width, height); + wlr_renderer_begin(renderer, m->wlr_output->width, m->wlr_output->height); float color[4] = {0.3, 0.3, 0.3, 1.0}; wlr_renderer_clear(renderer, color); |