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Lines changed: 3 additions & 3 deletions

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src/platforms/rcore_desktop_sdl.c

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -863,7 +863,7 @@ void SetWindowMonitor(int monitor)
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// ending up positioned partly outside the target display
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// NOTE 2: The workaround for that is, previously to moving the window,
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// setting the window size to the target display size, so they match
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// NOTE 3: It wasn't done here because it can not bee assumed that changing
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// NOTE 3: It wasn't done here because it can not be assumed that changing
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// the window size automatically is acceptable behavior by the user
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SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
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CORE.Window.position.x = usableBounds.x;

src/platforms/rcore_desktop_win32.c

Lines changed: 1 addition & 1 deletion
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@@ -2213,7 +2213,7 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
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//
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// This design takes care of many odd corner cases. For example, in case of restoring
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// a window that was previously maximized AND minimized and those two flags need to be removed,
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// ShowWindow with SW_RESTORE twice need to bee actually calleed. Another example is
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// ShowWindow with SW_RESTORE twice need to be actually calleed. Another example is
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// wheen having a maximized window, if the undecorated flag is modified then the window style
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// needs to be updated, but updating the style would mean the window size would change
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// causing the window to lose its Maximized state which would mean the window size

src/rlgl.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2989,7 +2989,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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// NOTE: glMapBuffer() causes sync issue
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// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job
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// To avoid waiting (idle), glBufferData() can bee called first with NULL pointer before glMapBuffer()
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// To avoid waiting (idle), glBufferData() can be called first with NULL pointer before glMapBuffer()
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// Doing that, the previous data in PBO will be discarded and glMapBuffer() returns a new
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// allocated pointer immediately even if GPU is still working with the previous data
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