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Resize scaling #10
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I'll take a look, but it will be a few days, maybe to next week... |
Is this with the 0.7 driver or 0.8? I just tried it with the 0.6 driver on Ubuntu 16 and it worked ok. Anything else you can tell me about your system would also be helpful. |
I was just playing with it, so there's no rush. After running using the 0.8 driver and seeing the problem, I built the driver locally to try and figure out what was happening. Obviously, I couldn't figure it out. What would you like to know? I'm not really sure what is relevant, so here are a few commands: glxinfo
lspci
lshw
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Just ran it using the following in mix.exs for deps, getting the same problem:
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@boydm and @whossname |
Ubuntu 16.04 |
I'm traveling for a few days, so will need a bit of time to figure it out. I'm running Ubuntu 16.04 in a VM (parallels) on a Mac, and don't see the problem, so that doesn't really help. Hey - what happens when you expand it vertically? Does it squish shorter too? |
Spun up Ubuntu 18.04 in a VM with |
I saw the same behaviour when I tried the 0.6 and 0.7 drivers, but I'm wondering if I installed the driver correctly now. If you compile the driver locally and use that in your mix file, does it use the driver built in the privfolder? |
What resolution monitor do you use? This is almost definitely because the screen size and the frame buffer size are different. This works fine on the Mac with a retina display but the signaling is probably different under Ubuntu. I'm running Ubuntu under an emulator (parallels) on my mac, and I'm sure they are coming out the same size. This is just a matter of catching the right signaling from the GLFW driver. Shouldn't be a big deal once I can get a repo locally. |
My resolution is 1280 x 1024
btw. How about work on |
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some more commands that might be useful
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@boydm I was taking a look at those parts:
As you can see I got basics of sending messages, so next debug would be much faster as I do not need to study those code parts again. Below I would show what I found so far. I know Always Same goes to I'm curious why you are passing same values here: Assuming that I'm almost sure that it's expected and it would not be really helpful for you, but it was just my first try. Please let me know if I have missed resize handling code (except |
@Eiji7 Wow. Great research. The reason frame and window are both passed is that they are not the same on high resolution screens, such as retina displays and other such things. Then you end up with a virtual/real pixel ratio, which you derive from these values. Also... don't assume I got everything perfect. In fact, I'll say that my skills in C were a bit rusty when I started this, so some of the older code might benefit from some cleanup. The |
@boydm Makes sense, if I remember correctly such technique is used in games for antialiasing purposes in order to smooth the edges, right? Hmm … I'm not sure if I have enough experience to do a proper cleanup … Are you busy with something else or we can talk about debugging this code on my machine? If not maybe we can schedule a day or two for this in a later date? |
Hi, just popping into this issue to ask if any progress has been made on this behind the scenes...I get this behavior just running the default project (with |
Using the example project I've found that if I set resizeable to true and change the size of the window everything seems to scale with the opposite magnitude relative to the initial size. So if I double the width of the window the width of the content halves.
I am using Ubuntu 16.04 with unity and the glfw driver.
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