@ronsaldo commented on this pull request.
In platforms/iOS/vm/OSX/sqSqueakOSXMetalView.m:
> + // Alawys try to fill the texture with the pixels. + if ( fullScreendispBitsIndex ) { + [self loadTexturesFrom: fullScreendispBitsIndex subRectangle: (clippyIsEmpty ? rect : NSRectFromCGRect(clippy))]; + //[self loadTexturesFrom: fullScreendispBitsIndex subRectangle: rect]; + clippyIsEmpty = YES; + syncNeeded = NO; + } + + MTLRenderPassDescriptor *renderPassDescriptor = self.currentRenderPassDescriptor; + if(renderPassDescriptor != nil && self.currentDrawable) + { + currentCommandBuffer = [graphicsCommandQueue commandBuffer]; + currentRenderEncoder = [currentCommandBuffer renderCommandEncoderWithDescriptor: renderPassDescriptor]; + + // Set the viewport. + [currentRenderEncoder setViewport: (MTLViewport){0.0, 0.0, lastFrameSize.size.width, lastFrameSize.size.height}];
Hi, sorry for taking too long. I was completely busy with my job. I just changed the code to use the size from the drawableSurface property, instead of the size of the window. Can you check whether this fixes the issue or not?
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