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Window in incorrect position when DPI scaling is used #2

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jhon opened this issue Aug 6, 2021 · 3 comments
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Window in incorrect position when DPI scaling is used #2

jhon opened this issue Aug 6, 2021 · 3 comments
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@jhon
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jhon commented Aug 6, 2021

When DPI scaling is used on the main monitor, the window position ends up in the incorrect place for the looking glass display.

Reproduction Steps:

  1. Set main monitor display to 200% scale
  2. Place the Looking Glass display to the right of the main display
  3. Launch the GodotHoloPlayDemo in the Godot editor

Expected Results:
The HoloPlayVolume renders on the Looking Glass display

Actual Results:
The display window appears halfway across the main display

@CaptainProton42
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CaptainProton42 commented Aug 7, 2021

Should be fixed in 631ca1c.

To be honest, I find it very confusing how scaling works in GLFW (at least when extending the display on Windows) so I hope this catches everything properly. The scale callback also doesn't seem to work properly, so please try not to change your DPI scale too much while running the plugin 😄

Thanks for the report!

(Also see CaptainProton42/GodotHoloPlayNative@7f75e68.)

@CaptainProton42
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CaptainProton42 commented Aug 7, 2021

Reopening this as now exported projects and projects/scenes run from within the editor have incorrect window placement/scale (see #3).

Current workaround is still to set display scale to 100 %.

Another, much better, workaround is to simply enable high DPI scaling in the project settings. 🎉

@CaptainProton42
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I'll consider this fixed as enablding HiDPI support in the project settings is a stable workaround.

#10 might be related.

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