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Renderer resolution on canvas vs webgl not the same?

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In the first scenario - If I create the renderer like this

const screenWidth = window.innerWidth;
const screenHeight = window.innerHeight;
const canvas = document.getElementById('canvas');

const renderer = PIXI.autoDetectRenderer({
    forceCanvas: true,
    width: screenWidth,
    height: screenHeight,
    antialias: false,
    roundPixels: true,
    resolution: 2,
    view: canvas,
});

renderer.view.width = screenWidth;
renderer.view.height = screenHeight;
renderer.view.style.width = screenWidth + 'px';
renderer.view.style.height = screenHeight + 'px';
renderer.view.style.display = 'block';
renderer.view.style.position = 'absolute';
renderer.view.style.top = '0';
renderer.view.style.left = '0';
renderer.view.style.zIndex = '-1';
renderer.backgroundColor = 0x000000;

 

then I do 

const playerSpine = new PIXI.spine.Spine(r.player.spineData);
playerSpine.skeleton.setSkinByName('base');
playerSpine.x = window.innerWidth / 4;
playerSpine.y = window.innerHeight / 4;

The player is in the middle of the webpage like I'd expect.

 

But with the same exact code - if I create the renderer with the option - 

forceCanvas: false,

I no longer see the player in the middle of the screen. I can't seem to figure out how webgl is positioning it. It seems like the webgl and canvas act differently when setting the resolution. No errors or anything. 

Anyone have an idea as to why this is happening?

 

edit: here's the most simple code snippet to reproduce the problems

https://github.com/visgotti/pixi-res-problem/


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