Closed markreidvfx closed 1 year ago
@markreidvfx I switched it to use the GLFW + Metal backends (see https://github.com/jminor/raven/commit/b653fc88407b49908e450919eec109664774ccb8 and subsequent changes) and this seems to be fixed now. That also future-proofs this vs Apple's plan to eventually drop support for OpenGL.
FYI, I left the GLFW + OpenGL build for use on Windows (though I haven't tested that since the change). I don't have access to a Windows machine with a high-dpi monitor, but if that has a similar issue, maybe we could try one of the more native Windows backends?
I'll try and port it to the DirectX + win32 backends. That would fix a bunch of the glitchy window stuff that happens with viewports and OpenGL too.
I think this is working properly now. Let me know if you see any lingering problems.
HIDPI in imgui is still a mess, if you have a monitors with different DPI's on mac, this happens when you move a window to the higher DPI display.
The easiest work around is to just disable retina framebuffers in glfw
I've gotten hidpi working somewhat smoothly on Windows in one of my branches. It's still a mess. glfw enables DPI awareness by default on Windows. I wish glfw had an equivalent hint for windows.