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[Windows 11/SDL_Render] Pixel are wrong in FULLSCREEN only on High-DPI screen when hint SDL_WINDOWS_DPI_AWARENESS is set #12229
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Ok, I figured out the problem while coding the minimal reproduce. I had DPI awareness On when it should have been/and I thought it were set to Off. The reason is bellow... Both the following set the hint to true, is this intended? I was doing something like this in my framework: I just won't call the hint at all now on the false case. I noticed that if the hint is on and fullscreen is toggled on, pixel will be distorted. Therefore I think there is still an issue with the hint when fullscreen is active, which is why I keep this issue open for now. |
I made a search in the history of the commits around that hint but failed to see anything significant. Disable the line Which makes the problem very stark and apparent on my end. |
Which version of SDL are you using? |
I'm using the project's |
Hello guys,
I'm going to post an example later but I noticed on all my projects with the SDL_Render API, if I toggled full screen, the pixels are looking weird and smaller than they should on high-DPI screen. I am noticing this on a new laptop with a 3840x2400 screen which needs to run applications are 200% scaling otherwise everything is microscopic.
I hadn't noticed before because I'm working on a game where the pixel art is very small and thus it was merely making it "fuzzy" (like if there were a bi-linear filter over everything). However, I was working on a new project tonight with a basic 1-bit style, and it became particularly egregious.
I would post a screenshot, but the weirdest thing happens... When I take the screenshot, the pixels in the image are back to normal.
Let me know if I can provide more info while in the meantime I prepare some example.
Also, I noticed that the hint for SDL_Render "SDL_WINDOWS_DPI_AWARENESS" isn't needed now?
I remember having to use it before on this display. I toggled it on or off and see no difference in the main branch.
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