{mach,examples}: followups to getWindowSize / getFramebufferSize (#322)
* followup to window size saving, getWindowSize and getFramebufferSize no longer return errors * updated the examples
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5 changed files with 10 additions and 10 deletions
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@ -38,7 +38,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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const eye = vec3(5.0, 7.0, 5.0);
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const target = vec3(0.0, 0.0, 0.0);
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const size = try engine.core.getFramebufferSize();
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const size = engine.core.getFramebufferSize();
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const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
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app.queue = engine.gpu_driver.device.getQueue();
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@ -99,7 +99,7 @@ pub fn init(app: *App, engine: *mach.Engine) !void {
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app.texture_atlas_data.data,
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);
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const wsize = try engine.core.getWindowSize();
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const wsize = engine.core.getWindowSize();
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const window_width = @intToFloat(f32, wsize.width);
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const window_height = @intToFloat(f32, wsize.height);
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const triangle_scale = 250;
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@ -324,7 +324,7 @@ pub fn getVertexUniformBufferObject(engine: *mach.Engine) !draw.VertexUniform {
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// On e.g. macOS, window size may be 640x480 while framebuffer size may be
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// 1280x960 (subpixels.) Doing this lets us use a pixel, not subpixel,
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// coordinate system.
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const window_size = try engine.core.getWindowSize();
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const window_size = engine.core.getWindowSize();
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const proj = zm.orthographicRh(
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@intToFloat(f32, window_size.width),
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@intToFloat(f32, window_size.height),
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