SDL: Note that the renderer will by default scale from window coordinates to pixels

From d563f38a0d77161e68ec89e4c2dd3fb3e3107777 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Sun, 5 Feb 2023 08:28:26 -0800
Subject: [PATCH] Note that the renderer will by default scale from window
 coordinates to pixels

---
 docs/README-migration.md | 7 +++++++
 1 file changed, 7 insertions(+)

diff --git a/docs/README-migration.md b/docs/README-migration.md
index f24c80bba42a..b5b9a1ebeb5b 100644
--- a/docs/README-migration.md
+++ b/docs/README-migration.md
@@ -596,6 +596,13 @@ which index is the "opengl" or whatnot driver, you can just pass that string dir
 here, now. Passing NULL is the same as passing -1 here in SDL2, to signify you want SDL
 to decide for you.
 
+When a renderer is created, it will automatically set the logical size to the size of
+the window in screen coordinates. For high DPI displays, this will set up scaling from
+window coordinates to pixels. You can disable this scaling with:
+```c
+    SDL_SetRenderLogicalPresentation(renderer, 0, 0, SDL_LOGICAL_PRESENTATION_DISABLED, SDL_SCALEMODE_NEAREST);
+```
+
 Mouse and touch events are no longer filtered to change their coordinates, instead you
 can call SDL_ConvertEventToRenderCoordinates() to explicitly map event coordinates into
 the rendering viewport.