Fixing loading not getting correctly scaled in fullscreen.
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9fced79888
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0ae43db53e
@ -626,14 +626,16 @@ void Graphics::updateLights() {
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void Graphics::resize(glm::uvec2 windowSize) {
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this->windowSize = windowSize;
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for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
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depth_directionalMaps.at(i)->resize(glm::vec2(windowSize.x, windowSize.y));
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if (gameStart) {
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for (unsigned int i = 0; i<depth_directionalMaps.size(); i++) {
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depth_directionalMaps.at(i)->resize(glm::vec2(windowSize.x, windowSize.y));
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}
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light_fbo_color_texture->resize(windowSize);
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light_fbo_depth_texture->resize(windowSize);
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flamePostShader->setUniform("windowSizeX", int(windowSize.x));
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flamePostShader->setUniform("windowSizeY", int(windowSize.y));
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bindTextureUnits();
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}
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light_fbo_color_texture->resize(windowSize);
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light_fbo_depth_texture->resize(windowSize);
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flamePostShader->setUniform("windowSizeX", int(windowSize.x));
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flamePostShader->setUniform("windowSizeY", int(windowSize.y));
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bindTextureUnits();
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}
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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@ -122,6 +122,7 @@ bool createWindow()
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glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
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glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
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glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
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app.getGraphics()->resize(glm::uvec2(mode->width, mode->height));
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window = glfwCreateWindow(mode->width, mode->height, "Saxum", glfwGetPrimaryMonitor(), NULL);
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if (!window) {
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