I’m trying to see what I can do with GLFW (3.3) on a high DPI display, Windows 10.
My display is 3000x2000 pixels, 2x DPI
On win32/GLFW if I ask for a 1500x1000 window, with GLFW_SCALE_FOR_MONITOR enabled I get a 3000x2000 window size AND a 3000x2000 framebuffer size, and it renders at 30FPS if I’m lucky.
When using high DPI I was expecting the window size to be reported as 1500x1000, i.e. the screen size, and the framebuffer to be 3000x2000, i.e. the pixel size.
You can see this effect in the opacity test - it requests a 400x400 window and gets 800x800 reported by both glfwGetWindowSize() and glfwGetFramebufferSize().
Am I misunderstanding something here?
(Ideally, I’d like a frame buffer at the reduced size too, with some magic scaling in the background. The UWP/DirectX version of the same program is totally convinced that the screen is 1500x1000 pixels, and runs happily at 60FPS - This is a static testcard image, so it’s not like it’s doing any work.)