A parameter that will will let you change the canvas (or render?) scale can be very useful in optimizing/adapting to totally different screens and {hardware}.
Calling totally different strategies from cc.view for downgrading decision doesn’t appear to provide any outcomes and the canvas all the time adapts relying on the devicePixelRatio which I can’t change.
Is there any resolution now that I’m lacking?
I remedy this downside by altering the window.deviceRatioValuewindow.devicePixelRatio = x
Simply to ensure the code run earlier than the applying began. Personally I put it within the html, earlier than scripts being imported.
1 Like
It appears to work on my PC, but it surely doesn’t work on the goal machine (LG TV, WebOS, chromium ~53).
window.devicePixelRatio for learn solely there?
Here’s a workaround that appears to work
(() => {
(() => {
let devicePixelRatio = 1;
Object.defineProperty(window, 'devicePixelRatio', {
get: () => devicePixelRatio,
set: (worth) => {
console.log('devicePixelRatio set to', worth);
devicePixelRatio = worth;
if(window.cc && cc.view){
const canvasSize = cc.view.getCanvasSize();
cc.view._updateAdaptResult(canvasSize.width, canvasSize.peak);
}
},
configurable: true,
});
})();
1 Like
Good hack.
After extra inspecting the doc. There’s a display.windowSize api you need to use. However I feel probably the most direct solution to repair that is customise the engine. Attempt to replace this get devicePixelRatio operate


