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Viewports: fixed viewport->FramebufferScale update for main viewport. Amend 98a66d8, 91b131e. (#9502)
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@@ -17429,10 +17429,10 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const
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viewport->UpdateWorkRect();
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IM_ASSERT(window == NULL || viewport->ID == window->ID);
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// Initialize FramebufferScale for new viewports, before UpdatePlatformWindows() -> Platform_GetWindowFramebufferScale() has a chance to run.
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// Initialize FramebufferScale for main viewport and new viewports, before UpdatePlatformWindows() -> Platform_GetWindowFramebufferScale() has a chance to run.
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// FIXME: New viewport on monitors with a different scale will run for a frame with wrong scale? (#9502)
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// A workaround could be to cache last known FramebufferScale per monitor, so the heuristic can pull it from monitor.
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if (viewport->FramebufferScale.x <= 0.0f || viewport->FramebufferScale.y <= 0.0f)
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if (viewport->FramebufferScale.x <= 0.0f || viewport->FramebufferScale.y <= 0.0f || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
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viewport->FramebufferScale = g.IO.DisplayFramebufferScale;
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if (window != NULL)
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