Comments (2)
Hm it might have been a bad idea to change window size to use pixels for its units instead of screen coordinates. GLFW uses screen coordinates for literally everything else.
from lovr.
Should be fixed now, along with #700 . Window size and mouse coordinates (and everything else) now use GLFW's window coordinates, and graphics-y measurements like pass texture dimensions and simulator's display dimensions use pixels (i.e. multiplied by window pixel density). It's easier to follow GLFW's convention.
from lovr.
Related Issues (20)
- `pass:skybox()` crashes without error if you don't provide arguments HOT 1
- on macOS, shader constants are only sent to the first object drawn HOT 3
- when a Shape's center is inside a MeshShape, they're not reported as colliding HOT 3
- Temporary vector space exhausted HOT 2
- VK_ERROR_OUT_OF_DEVICE_MEMORY when loading a 55MB model HOT 4
- Sphere Test and Box Test for lovr.physics HOT 5
- Format Support Should Consider sRGB vs. Linear Formats HOT 1
- Wrong coordinate origin HOT 5
- Depth-Only Rendering Improvements HOT 2
- cannot draw user interface after lauch HOT 10
- App crashes when reloading model HOT 1
- Clearing Buffers to values other than zero HOT 1
- Torus is invisible when its thickness is zero HOT 4
- On macOS, error message size is affected by DPI
- Multiple Animated Poses Per Model HOT 4
- High Resolution Sleep on Windows HOT 1
- Model:clone fixups
- Fixed Timestep Physics Interpolation HOT 1
- Pass:draw(Texture) is missing bounding box
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from lovr.