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.
This commit is contained in:
Devin J. Pohly 2020-04-21 21:55:36 -05:00
parent 1907ee3879
commit ffc19434ee
1 changed files with 1 additions and 4 deletions

5
dwl.c
View File

@ -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);