render: remove unnecessary call to wlr_output_effective_resolution
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@ -51,11 +51,6 @@ pub fn renderOutput(output: *Output) void {
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// wlr_output_attach_render makes the OpenGL context current.
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// wlr_output_attach_render makes the OpenGL context current.
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if (!c.wlr_output_attach_render(output.wlr_output, null)) return;
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if (!c.wlr_output_attach_render(output.wlr_output, null)) return;
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// The "effective" resolution can change if you rotate your outputs.
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var width: c_int = undefined;
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var height: c_int = undefined;
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c.wlr_output_effective_resolution(output.wlr_output, &width, &height);
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// Begin the renderer (calls glViewport and some other GL sanity checks)
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// Begin the renderer (calls glViewport and some other GL sanity checks)
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// Here we don't want the output_effective_resolution since we want to render the whole output
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// Here we don't want the output_effective_resolution since we want to render the whole output
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c.wlr_renderer_begin(wlr_renderer, output.wlr_output.width, output.wlr_output.height);
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c.wlr_renderer_begin(wlr_renderer, output.wlr_output.width, output.wlr_output.height);
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