From ffc19434ee2009a0e8bdf7d830b3744cd79e4eb8 Mon Sep 17 00:00:00 2001 From: "Devin J. Pohly" Date: Tue, 21 Apr 2020 21:55:36 -0500 Subject: [PATCH] fix rendering on scaled monitors I have no idea why this takes the raw unscaled resolution, and then we have to multiply by the scale *again* in render(), but that's life. --- dwl.c | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/dwl.c b/dwl.c index 5f0ed93..7686323 100644 --- a/dwl.c +++ b/dwl.c @@ -699,11 +699,8 @@ rendermon(struct wl_listener *listener, void *data) if (!wlr_output_attach_render(m->wlr_output, NULL)) { return; } - /* The "effective" resolution can change if you rotate your outputs. */ - int width, height; - wlr_output_effective_resolution(m->wlr_output, &width, &height); /* Begin the renderer (calls glViewport and some other GL sanity checks) */ - wlr_renderer_begin(renderer, width, height); + wlr_renderer_begin(renderer, m->wlr_output->width, m->wlr_output->height); float color[4] = {0.3, 0.3, 0.3, 1.0}; wlr_renderer_clear(renderer, color);