Open blonkers opened 4 months ago
Hey, I tried it like you suggested. I'm not sure if I understood it correctly. If you are so kind you can send us a pull request and we will take a closer look at it
I have an option in Sodium called "Reduce Resolution on MacOS" which I think fixes this. I also have Reese's Sodium Options and Sodium Extra so I'm not 100% sure which one adds that feature. But it greatly improves FPS performance on retina displays.
Hello!
When you click on the map on MacOS to highlight or set a waypoint, the resulting indicator is off. After some debugging it seems that the mouse-to-GUI translation is slightly off (waypoints are indeed positioned correctly on the coordinates the mouse handler provides).
I traced the issue back to these lines.
In my testing, it seems that due to MacOS display 2x scaling, the value returned by
VoxelConstants.getMinecraft().mouse.getX()
is 2x that of the value directly from the listener,mouseX
.Down the line, these coord values end up being off, since
this.centerX
(which uses the supplied width, scaled down appropriately), but is given an unscaledmouseDirectToMap
, so the value ends up being off, and always up and to the left).Theoretically, I think you could get away with just using the provided
mouseX
/mouseY
values (untested on Windows though), but I'm not sure if you had a specific reason for pulling from the client instead.Video example: https://github.com/fantahund/VoxelMap/assets/173017178/b3f0a2e2-01d7-447e-b434-4b9e63e358b1