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* We need to custom paint the SVG at the right devicepixelratio because Qt seems to be busted at scaling up - nothing I can see causes the SVG to be rendered at higher than it's default resolution, so you end up with plain bilinear upscale. * Since we're doing custom palette swap anyway, it's not much harm to just render ourselves, as we already basically had a dependency on QtSvg - just need to add the include files to the dependencies.