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I discovered this when testing the new integer scaling option in Project Settings.
The DisplayServer is reporting a window size that is not the same as the screen size in full screen mode. I wrote a MRP with a script which prints the screen vs window size.
The output for me is this:
Screen(1920, 1080)
Window: (1918, 1078)
The window is 2 pixels smaller in both dimensions than the screen size, which means even though the the screen size is divisible by the viewport size, integer scaling leaves black bars around the viewport. Is this a settings problem I have in my project and the repro or a bug? Maybe I'm misunderstanding something.
I get the same behavior on my Windows 11 laptop as well.
Thank you
Steps to reproduce
Run the attached project and observe console output / game appearance
Godot version
v4.2.dev5.mono.official [e3e2528]
System information
Windows 10, Nvidia RTX 3090
Issue description
I discovered this when testing the new integer scaling option in Project Settings.
The DisplayServer is reporting a window size that is not the same as the screen size in full screen mode. I wrote a MRP with a script which prints the screen vs window size.
The output for me is this:
Screen(1920, 1080)
Window: (1918, 1078)
The window is 2 pixels smaller in both dimensions than the screen size, which means even though the the screen size is divisible by the viewport size, integer scaling leaves black bars around the viewport. Is this a settings problem I have in my project and the repro or a bug? Maybe I'm misunderstanding something.
I get the same behavior on my Windows 11 laptop as well.
Thank you
Steps to reproduce
Run the attached project and observe console output / game appearance
Minimal reproduction project
windowsize_fullscreen.zip
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