#7825·libgdx

ANGLE backend wrong scaling used on macOS with dual screens

Author: davidgiga1993Created Jun 29, 2026Updated Jul 14, 2026
Labelsbugangle

Describe the bug

When using the ANGLE backend on macOS with a certain monitor configuration, the render area is always only 1/4rd of the screen - which can't be adjusted in any way as this is the entire accessible render area.

This only happens when using ANGLE. A workaround is to drag the window onto the other monitor and back as this triggers the window content scale which is probably handled by ANGLE.

As far as I can tell the issue might be in angle itself, but I wanted to open this anyway for tracking.

If you have any ideas for a code-based workaround without dragging the window around I would also highly appreciate it!

Reproduction

  1. You need a dual monitor setup where one monitor has a content scale of 1, and the other of 2. For example when using a 1080p monitor and an iPad as secondary display, or a 1080p monitor on a retina macbook
  2. The window needs to open on the monitor with the content scale of 1 (the 1080p monitor)
  3. Resize the window by any amount

The content will now jump to the bottom left corner and stay there

To "fix" the issue drag the screen onto the other monitor and back

This should work with any libgdx project using angle, tested with default project.

Here is a video demonstrating the issue:

https://github.com/user-attachments/assets/a5642570-d004-4aa6-8cbd-9c9202fdaa2a

version

1.14.2

Stack trace

bash

Affected platforms

  • Android
  • iOS
  • HTML/GWT
  • Windows
  • Linux
  • macOS