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Correctly account for DPI scaling when setting viewport size.
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@ -128,7 +128,7 @@ void ViewerWidget::drawWorld(GameRenderer& r) {
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}
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void ViewerWidget::paintGL() {
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glViewport(0, 0, width(), height());
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glViewport(0, 0, width() * devicePixelRatio(), height() * devicePixelRatio());
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glClearColor(0.3f, 0.3f, 0.3f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -137,7 +137,7 @@ void ViewerWidget::paintGL() {
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RW_CHECK(_renderer != nullptr, "GameRenderer is null");
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auto& r = *_renderer;
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r.getRenderer()->invalidate();
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r.setViewport(width(), height());
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r.setViewport(width() * devicePixelRatio(), height() * devicePixelRatio());
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glEnable(GL_DEPTH_TEST);
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