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(macOS) Fixed an issue with fullscreen padding.
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386debf2fa
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@ -135,8 +135,8 @@ bool Renderer::createWindow()
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mWindowHeight = displayMode.h;
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mWindowHeight = displayMode.h;
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mPaddingWidth = displayMode.w - sScreenWidth;
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mPaddingWidth = displayMode.w - sScreenWidth;
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mPaddingHeight = displayMode.h - sScreenHeight;
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mPaddingHeight = displayMode.h - sScreenHeight;
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mScreenOffsetX -= mPaddingWidth / 2.0;
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mScreenOffsetX -= mPaddingWidth / 2;
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mScreenOffsetY -= mPaddingHeight / 2.0;
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mScreenOffsetY -= mPaddingHeight / 2;
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fullscreenPadding = true;
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fullscreenPadding = true;
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}
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}
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@ -259,6 +259,11 @@ bool Renderer::createWindow()
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mWindowHeight *= scaleFactor;
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mWindowHeight *= scaleFactor;
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sScreenWidth *= scaleFactor;
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sScreenWidth *= scaleFactor;
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sScreenHeight *= scaleFactor;
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sScreenHeight *= scaleFactor;
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mPaddingWidth *= scaleFactor;
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mPaddingHeight *= scaleFactor;
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mScreenOffsetX *= scaleFactor;
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mScreenOffsetY *= scaleFactor;
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#else
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#else
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LOG(LogInfo) << "Display resolution: " << std::to_string(displayMode.w) << "x"
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LOG(LogInfo) << "Display resolution: " << std::to_string(displayMode.w) << "x"
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<< std::to_string(displayMode.h);
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<< std::to_string(displayMode.h);
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