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there are many different types of scaling.. the ones that matter here are: * the "scale factor" given to us by the opengl backend, which usually comes from the OS and converts from the GTK window geometry to the actual geometry used on-screen, * the ratio between the backing's size and the render size, this is normally set using the desktop-scaling option I have no idea why we need to call glClear only when scaling, but not doing so produces garbage in the window, despite glBlitFramebuffer coming afterwards and covering the same area..
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