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authorRay <raysan5@gmail.com>2019-05-01 14:30:36 +0200
committerRay <raysan5@gmail.com>2019-05-01 14:30:36 +0200
commitbb2841a26d2c118b2febfc02c6cab7f7b2791893 (patch)
treee757b67bcd6afc9945c152dfce8744dcc5ad0f42 /src/external/lua
parent270f563964c8cc8dd91371cd9e847ee68cfc5e7f (diff)
downloadraylib-bb2841a26d2c118b2febfc02c6cab7f7b2791893.tar.gz
raylib-bb2841a26d2c118b2febfc02c6cab7f7b2791893.zip
WARNING: Support high DPI displays
This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default). Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that. This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor). The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference. Use at your own risk.
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