Hopefully better scaling behavior for normal DPIs

This commit is contained in:
Pazaz 2022-04-21 04:27:00 -04:00
parent 8e396ebbbe
commit 8a35c73f76
3 changed files with 23 additions and 5 deletions

View file

@ -197,7 +197,7 @@ public final class Static46 {
@Pc(21) GL2 gl = GlRenderer.gl;
gl.glEnable(GL2.GL_SCISSOR_TEST);
if (clipX <= anInt1440 && clipY <= anInt1441) {
gl.glScissor((int)(clipX * GameShell.canvasScale), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale - 0.5d), (int)((anInt1440 - clipX) * GameShell.canvasScale), (int)((anInt1441 - clipY) * GameShell.canvasScale - 0.5d));
gl.glScissor((int)(clipX * GameShell.canvasScale + GameShell.subpixelX), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale + GameShell.subpixelY), (int)((anInt1440 - clipX) * GameShell.canvasScale + GameShell.subpixelX), (int)((anInt1441 - clipY) * GameShell.canvasScale + GameShell.subpixelY));
} else {
gl.glScissor(0, 0, 0, 0);
}
@ -262,7 +262,7 @@ public final class Static46 {
@Pc(27) GL2 local27 = GlRenderer.gl;
local27.glEnable(GL2.GL_SCISSOR_TEST);
if (clipX <= anInt1440 && clipY <= anInt1441) {
local27.glScissor((int)(clipX * GameShell.canvasScale), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale - 0.5d), (int)((anInt1440 - clipX) * GameShell.canvasScale), (int)((anInt1441 - clipY) * GameShell.canvasScale - 0.5d));
local27.glScissor((int)(clipX * GameShell.canvasScale + GameShell.subpixelX), (int)((GlRenderer.canvasHeight - anInt1441) * GameShell.canvasScale + GameShell.subpixelY), (int)((anInt1440 - clipX) * GameShell.canvasScale + GameShell.subpixelX), (int)((anInt1441 - clipY) * GameShell.canvasScale + GameShell.subpixelY));
} else {
local27.glScissor(0, 0, 0, 0);
}