fix: Correct OpenGL viewport scaling on high-DPI displays

Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
This commit is contained in:
2026-02-17 16:42:01 -07:00
parent d43b49a12f
commit 7010d221d0

View File

@@ -114,8 +114,10 @@ void ViewportWidget::initializeGL()
void ViewportWidget::paintGL()
{
const qreal retinaScale = devicePixelRatio();
// Main scene rendering
glViewport(0, 0, width(), height());
glViewport(0, 0, width() * retinaScale, height() * retinaScale);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (!m_shaderProgram || !m_shaderProgram->isLinked()) {
@@ -189,9 +191,9 @@ void ViewportWidget::paintGL()
QMatrix4x4 viewCubeModel;
viewCubeModel.rotate(m_camera->xRotation() / 16.0f, 1, 0, 0);
viewCubeModel.rotate(m_camera->yRotation() / 16.0f, 0, 1, 0);
m_viewCube->paintGL(m_shaderProgram, m_colorLoc, viewCubeModel, width(), height());
m_viewCube->paintGL(m_shaderProgram, m_colorLoc, viewCubeModel, width() * retinaScale, height() * retinaScale);
glViewport(0, 0, width(), height());
glViewport(0, 0, width() * retinaScale, height() * retinaScale);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);