Congratulations!
I did try it on Windows, and so far I have a few rendering bugs to report:
-
Direct2D:
Direct2DGraphicsContext::getPhysicalPixelScaleFactor()only returns the display scale in standalone, and returns 1.0f in VST3 mode, regardless of the display orAffineTransformscale. For other renderers on both Mac and Windows this does return the display scale multiplied by theAffineTransformscale (which seems like the most logical behavior). -
openGL/software: With the openGL and software renderers,
JUCE_CHECK_COORDS_ARE_VALIDline 831 ofjuce_Path.cppis triggered when reducing the window of this example: Int vs float rectangles with scaling: a proposal for Windows/MacOS consistency for JUCE 8 - #8 by fuo -
All renderers: the
jassertline 2203 ofjuce_RenderingHelpers.hgets triggered in my app (I did not try to isolate the problem yet) -
Direct2D:
Direct2DGraphicsContext::drawLineandDirect2DGraphicsContext::drawLineWithThicknessrefuses to draw purely horizontal or vertical lines -
All renderers:
Image::clearor setting the clear flag in the constructor does not seem to work withNativeImageType -
Direct2D: in standalone mode with
TopLevelWindow::setUsingNativeTitleBarset to true, grabbing and moving the window makes the entire window repaint continuously (GPU goes nuts), even after the mouse button has been released
