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Window in incorrect position when DPI scaling is used #2
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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.) |
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. 🎉 |
I'll consider this fixed as enablding HiDPI support in the project settings is a stable workaround. #10 might be related. |
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:
Expected Results:
The HoloPlayVolume renders on the Looking Glass display
Actual Results:
The display window appears halfway across the main display
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