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Fixed an issue where rasterized window corners would look excessively pixelated.
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@ -53,10 +53,18 @@ void NinePatchComponent::buildVertices()
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if (mVertices != nullptr)
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delete[] mVertices;
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// Scale the corner size relative to the screen resolution.
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glm::vec2 relCornerSize = glm::round(
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mCornerSize *
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((Renderer::getScreenHeightModifier() + Renderer::getScreenWidthModifier()) / 2.0f));
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glm::vec2 relCornerSize{};
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// Don't scale the rasterized version of the frame as it would look bad.
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if (mPath.substr(mPath.size() - 4, std::string::npos) == ".png") {
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relCornerSize = mCornerSize;
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}
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else {
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// Scale the corner size relative to the screen resolution.
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relCornerSize = glm::round(
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mCornerSize *
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((Renderer::getScreenHeightModifier() + Renderer::getScreenWidthModifier()) / 2.0f));
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}
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mTexture = TextureResource::get(mPath, false, false, false);
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glm::vec2 texSize = relCornerSize * 3.0f;
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