improved calculation of screen resolution on ios
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1 changed files with 3 additions and 2 deletions
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@ -352,8 +352,9 @@ static void clear_touches() {
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// Generate IDs for a framebuffer object and a color renderbuffer
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UIScreen* mainscr = [UIScreen mainScreen];
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printf("******** screen size %i, %i\n", (int)mainscr.currentMode.size.width, (int)mainscr.currentMode.size.height);
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if (mainscr.currentMode.size.width == 640 || mainscr.currentMode.size.width == 960) // modern iphone, can go to 640x960
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self.contentScaleFactor = 2.0;
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float minPointSize = MIN(mainscr.bounds.size.width, mainscr.bounds.size.height);
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float minScreenSize = MIN(mainscr.currentMode.size.width, mainscr.currentMode.size.height);
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self.contentScaleFactor = minScreenSize / minPointSize;
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glGenFramebuffersOES(1, &viewFramebuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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