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Game is scaled to 1/4th of the screen on macOS Catalina #32805

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AlexRixhardson opened this issue Oct 13, 2019 · 9 comments · Fixed by #32809
Closed

Game is scaled to 1/4th of the screen on macOS Catalina #32805

AlexRixhardson opened this issue Oct 13, 2019 · 9 comments · Fixed by #32809

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@AlexRixhardson
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AlexRixhardson commented Oct 13, 2019

Godot version:
3.2 Alpha 2 -- this bug can only be reproduced when running executable built from GIT. It seems to work correctly when running binary available at https://downloads.tuxfamily.org/godotengine/3.2/alpha2/

OS/device including version:
MacBook Pro (Retina, Mid 2012), macOS Catalina, version 10.15

Issue description:
Game is rendered in the bottom left quarter of the window only, as shown in the image below. It seems that game is not properly scaled to fit the whole window in macOS Catalina. The same project works fine in Mojave.

Screenshot 2019-10-13 at 21 13 34

Steps to reproduce:

  • Create a new project with Godot 3.2 Alpha 2;
  • Run it in macOS Catalina;

Minimal reproduction project:
CatalinaTest.zip

Additional info
This bug only occurs when running binary that is built from sources using "scons platform=osx". When running binary available at "https://downloads.tuxfamily.org/godotengine/3.2/alpha2/Godot_v3.2-alpha2_osx.64.zip", things seem to work properly.

What could be causing binary built from sources to behave like this?

Problematic sources were built using the latest SDK -- with Xcode Version 11.1 (11A1027)

@rafaelgdp
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I was about to report this bug too. I am also on MacOS Catalina. I just compiled the master branch, commit d062818.

@Calinou
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Calinou commented Oct 13, 2019

See discussion in ioquake/ioq3#422. Maybe the issue stems from official builds using a different Xcode/macOS SDK version?

@bruvzg
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bruvzg commented Oct 13, 2019

I can confirm this, I guess new SDK expect all apps to support HiDPI mode, you can fix it by setting Project Setting->Allow HiDPI setting to ` true.

@bruvzg
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bruvzg commented Oct 13, 2019

And setting <key>NSHighResolutionCapable</key><false/> is NOT a correct solution it's gonna prevent us from using HiDPI mode at all.

@rafaelgdp
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Yes, I discovered that the mouse clicks are mapped in the entire screen, but the rendering only takes place in the third quadrant.
Here's a demo video: https://youtu.be/UzGHa_7gkz8

@bruvzg
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bruvzg commented Oct 13, 2019

@rafaelgdp check #32809, I do not have any mac with real retina display, but it works with simulated HiDPI mode on a normal display.

@rafaelgdp
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@bruvzg I enabled Hidpi option in the Godot Project Settings as you advised and the game worked normally. Thanks! I am on a Macbook Pro 15" 2018, MacOS Catalina 10.15.
Here's a screenshot of the same project I demoed in the video above:
Screen Shot 2019-10-13 at 17 24 26

@AlexRixhardson
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@bruvzg I tested your patch #32809 on MacBook Pro (Retina, Mid 2012) and it works perfectly. Thanks! That was a quick fix!!

@rafaelgdp
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@bruvzg I just tested the fix you coded in your branch and I confirm that it also corrected this bug for me out of the box. Even if I disable Hidpi on the project settings it also works (with a lower resolution). Thanks for the ninja contribution!

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5 participants