In some environments (OSVR-Unreal on mobile, due to their mobile scaling feature), the final display size may not match the physical display size. Add a callback for custom OpenGL toolkits to override the display size. This gives us the opportunity to tell RenderManager the new final display resolution, when it differs from the display configuration.
In some environments (OSVR-Unreal on mobile, due to their mobile scaling feature), the final display size may not match the physical display size. Add a callback for custom OpenGL toolkits to override the display size. This gives us the opportunity to tell RenderManager the new final display resolution, when it differs from the display configuration.