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jonobr1 avatar jonobr1 commented on May 23, 2024 2

This will be published on NPM by the end of the week. Thanks for reporting!

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benz2012 avatar benz2012 commented on May 23, 2024

To make it even easier, simply navigate to the Rendering Types example codepen to see the differences as well

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jonobr1 avatar jonobr1 commented on May 23, 2024

Thanks for posting. Yes, this has to do with retina displays. The way the WebGL Renderer works is that textures are created of each individual path. These textures are uploaded to WebGL and then rendered on quads. The WebGL canvas takes into account the DPI, but the canvas that generates each texture isn't. I'll have to address this, though I'm not sure what performance hit this will create yet.

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jonobr1 avatar jonobr1 commented on May 23, 2024

It could also have to do with how the textures are filtered: https://github.com/jonobr1/two.js/blob/dev/src/renderers/webgl.js#L1418-L1420

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benz2012 avatar benz2012 commented on May 23, 2024

@jonobr1 I played around with the filters and using nearest with MAG eliminates the blurriness. Changing MIN didn't seem to have any effect.

However, once the blurriness was gone, it became apparent that the root cause was still present -- so I think your first hunch might be correct. Pixelation was present.

rendering types with  mag nearest

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