diff --git a/src/sago_common.cpp b/src/sago_common.cpp index 4274181..fc5eadc 100644 --- a/src/sago_common.cpp +++ b/src/sago_common.cpp @@ -46,10 +46,10 @@ void RunGameState(sago::GameStateInterface& state ) { ImGui::Render(); ImGuiIO& io = ImGui::GetIO(); float x, y; - SDL_RenderGetScale(globalData.screen, &x, &y); - SDL_RenderSetScale(globalData.screen, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + //SDL_RenderGetScale(globalData.screen, &x, &y); + //SDL_RenderSetScale(globalData.screen, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui_ImplSDLRenderer2_RenderDrawData( ImGui::GetDrawData(), globalData.screen ); - SDL_RenderSetScale(globalData.screen, x, y); + //SDL_RenderSetScale(globalData.screen, x, y); //While using Dear ImGui we do not draw the mouse ourself. This is gone: globalData.mouse.Draw(globalData.screen, SDL_GetTicks(), globalData.mousex, globalData.mousey); SDL_RenderPresent(globalData.screen);