Closed mlfarrell closed 8 years ago
I've resolved this with the following code:
float scale = Windows::Graphics::Display::DisplayInformation::GetForCurrentView()->RawPixelsPerViewPixel();
mRenderSurface = mOpenGLES->CreateSurface(swapChainPanel, nullptr, &scale);
But it looks more like a workaround for me, I think this scaling should be done on ANGLE part of the code by default.
Hi!
Yes, as tescha says, you can create the XAML surface at the native screen resolution if you pass the appropriate scale value into OpenGLES::CreateSurface (which sets a value for EGLRenderResolutionScaleProperty which gets passed into eglCreateWindowSurface via a PropertySet^).
On some high-DPI devices it is best to create the surface at the full screen resolution, but on other devices this isn't always optimal. For example, some phones with high-resolution displays but weaker GPUs may struggle to run a game at their full native screen resolution.
I believe this issue has been resolved.
Please feel free to reactivate this issue if you have further questions on this topic!
First off, great work. This is awesome guys!
I notice however that the OpenGL surface dimensions are pixel doubled with respect to my native surface book screen size. How do I modify the xaml template to use the native screen scale when creating my context? I'd like to use the hidpi native scale on devices that support it with a fallback to standard resolution on older machines/displays