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gre avatar gre commented on April 28, 2024

That's up to implementation to handle this. i'm not actually sure how they should impl it.
need to look at gl.viewport semantic and see all the ways to scale it

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gre avatar gre commented on April 28, 2024

in gl-react-dom, it's as simple as setting the width/height in style and use a different canvas.{width,height}, not yet sure about GLKView (iOS) / GLSurfaceView (Android).

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gre avatar gre commented on April 28, 2024

#47 would solve this

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gre avatar gre commented on April 28, 2024

there is a strong correlation between resolution and performance, this is why this need to be fixed ASAP. in web, as said earlier, it will be easy.
But on iOS / Android , i'm not sure what's the best way to fix this. The thing is that rendering a big GLKView / GLSurfaceView is costy, i'm wondering if using a transform will do anything better though?

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gre avatar gre commented on April 28, 2024

this will result of a minor release in implementations. there will be probably nothing to do in gl-react.

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gre avatar gre commented on April 28, 2024

turns out the easiest way is to just use a copy shader that do the size changes. I've checked the perfs and it should be fine to take this approach for all. the copy shader is always going to be there but shouldn't be a bottleneck

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