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(macOS) Fixed a renderer regression
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8242fe1345
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@ -135,8 +135,8 @@ bool Renderer::createWindow()
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mWindowHeight = displayMode.h;
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mPaddingWidth = displayMode.w - sScreenWidth;
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mPaddingHeight = displayMode.h - sScreenHeight;
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mScreenOffsetX -= mPaddingWidth / 2.0f;
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mScreenOffsetY -= mPaddingHeight / 2.0f;
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mScreenOffsetX -= mPaddingWidth / 2.0;
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mScreenOffsetY -= mPaddingHeight / 2.0;
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fullscreenPadding = true;
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}
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@ -243,7 +243,7 @@ bool Renderer::createWindow()
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// display so that the full application window is used for rendering.
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int width {0};
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SDL_GL_GetDrawableSize(mSDLWindow, &width, nullptr);
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int scaleFactor {static_cast<int>(width / sScreenWidth)};
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int scaleFactor {static_cast<int>(width / mWindowWidth)};
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LOG(LogInfo) << "Display resolution: " << std::to_string(displayMode.w) << "x"
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<< std::to_string(displayMode.h) << " (physical resolution "
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