renderer: separate oversize uv calcs in dimensions

This commit is contained in:
Vaxry 2023-11-12 23:27:52 +00:00
parent ba5bc5871f
commit 68935ba9dc

View file

@ -776,10 +776,10 @@ void CHyprRenderer::calculateUVForSurface(CWindow* pWindow, wlr_surface* pSurfac
uvBR = uvBR - Vector2D(1.0 - WPERC * (uvBR.x - uvTL.x), 1.0 - HPERC * (uvBR.y - uvTL.y));
uvTL = uvTL + TOADDTL;
if (geom.width > pWindow->m_vRealSize.vec().x || geom.height > pWindow->m_vRealSize.vec().y) {
if (geom.width > pWindow->m_vRealSize.vec().x)
uvBR.x = uvBR.x * (pWindow->m_vRealSize.vec().x / geom.width);
if (geom.height > pWindow->m_vRealSize.vec().y)
uvBR.y = uvBR.y * (pWindow->m_vRealSize.vec().y / geom.height);
}
}
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = uvTL;