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Re: [Public WebGL] How to set a canvas backing store to display units?




On 14/06/2012 12:08, Gregg Tavares (çç) wrote:



Example:

  --fragment-shader-
 Âvoid main( void ) {
float r = mod(gl_FragCoord.x / 20.0, 2.0) < 1.0 ? 0.0 : 1.0;Â
float g = mod(gl_FragCoord.y / 20.0, 2.0) < 1.0 ? 0.0 : 1.0;Â
gl_FragColor = vec4(r, g, 0, 1);
 Â} ÂÂ

This shader will generate a 20x20 plaid pattern. It has no input to fix. Having it suddenly go 1/4 size on a HD-DPI display doesn't seem acceptable.

Similarly, having every particle in three.js suddenly draw at 1/2 size also doesn't seem acceptable.

Or having all the lines in MapsGL suddenly become 1/2 as thick.

If the author's intention is that the pattern always approximates to some particular size in human terms, then the shader above is buggy. Given the wide range of screen resolutions out there (in the proper sense of resolution) a pattern like that is obviously going to render at many different actual sizes. Perhaps the author intends it to vary in actual size.

The shader above would have exactly the same problem in native GL going from a low to a high-resolution display. In that case everything is in the device pixels you're arguing for.

It's always been true that if you want something to remain at a size having a certain visibility across different resolutions you need to pay attention to the resolution in all your computations.

I like Glen's proposal.

Regards

ÂÂÂ -Mark