playcanvas / playcanvas/engine
graphicsDevice.resizeCanvas is confusing
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- JavaScript
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Description
The method resizeCanvas(x, y) uses the device pixel ratio internally so often ends up setting the canvas to be larger than x and y.
This has confused me on numerous occasions when I have been trying to set the canvas resolution.
I suggest we change this to ignore device pixel ratio and move code involving pixel ratio outside of the GraphicsDevice.
Users of the graphics device API should be able to specify the exact resolution they want and can include the pixel ratio if they need to.
Thoughts?
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start at the GraphicsDevice.resizeCanvas(x, y) entry point and trace where device pixel ratio is applied and which callers depend on that behavior. The change is complete when the API uses the exact resolution supplied by callers, with pixel-ratio handling moved outside the GraphicsDevice.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100