Fixing misplaced UI on scale resolution, PC edition

This commit is contained in:
Brad Davis 2015-06-23 15:42:32 -07:00
parent ee85ad8bf8
commit fb2fb06371
2 changed files with 4 additions and 2 deletions

View file

@ -984,7 +984,7 @@ void Application::paintGL() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(finalFbo));
glBlitFramebuffer(0, 0, _renderResolution.x, _renderResolution.y,
0, 0, _glWidget->getDeviceSize().width(), _glWidget->getDeviceSize().height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
_compositor.displayOverlayTexture(&renderArgs);

View file

@ -182,7 +182,8 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
updateTooltips();
vec2 canvasSize = qApp->getCanvasSize();
auto deviceSize = qApp->getDeviceSize();
glViewport(0, 0, deviceSize.width(), deviceSize.height());
//Handle fading and deactivation/activation of UI
gpu::Batch batch;
@ -204,6 +205,7 @@ void ApplicationCompositor::displayOverlayTexture(RenderArgs* renderArgs) {
//draw the mouse pointer
// Get the mouse coordinates and convert to NDC [-1, 1]
vec2 canvasSize = qApp->getCanvasSize();
vec2 mousePosition = toNormalizedDeviceScale(vec2(qApp->getMouse()), canvasSize);
// Invert the Y axis
mousePosition.y *= -1.0f;