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Hi @Stefterv, how are you? |
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I'm not 100% sure about the other implications here, but viewports are typically expressed in terms of physical pixels. We may want to change |
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Resolves #1063
Changes
correctly set the uniform resolution to reflect the changes in pixelDensity
Why?
when pixelDensity is set to 2 either implicitly (starting from Processing 4.4.3 version) ,or when called when creating a sketch
the physical resolution (width and height) is doubled, but that isn't reflected on the
uniform resolution(the rendering resolution)so for example in
conway.glslthis piece of codevec2 position = ( gl_FragCoord.xy / resolution.xy );results in inconsistent position (wrong scaling) becauseuniform resolutionstill uses the logical resolution specificed insize()functionTests
i tested all shaders examples, and everything seems fine except for two examples
deform, mouseX and mouseY also isn't reflected the change of pixelDensity
a simple solution is to multiple mouseX and mouseY by pixelDensity to reflect the correct position
DemoProjection this one is missed up, but i think it's related to the code written in sketch not sure about that