Fix window resize stretching the canvas instead of resizing the sketch surface (#127)#170
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arrxy wants to merge 11 commits into
Open
Fix window resize stretching the canvas instead of resizing the sketch surface (#127)#170arrxy wants to merge 11 commits into
arrxy wants to merge 11 commits into
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Fix: #127
Both bugs stem from the same root confusion: logical vs. physical pixels. @catilac
Summary
Two rendering issues with a shared cause in how window dimensions were
interpreted.
Fix 1 Resize stretched the canvas instead of reflowing it
Root cause: Bevy's
WinitPluginis disabled (we use a GLFW backend), sonothing emitted
WindowResized. Without that event:bevy_render'scamera_systemnever ran on resizeProjectionstayed pinned to the original sizewidth/height(SurfaceSize) were left staleFix:
sync_to_surfacenow emitsWindowResizeditself whenever a window'sphysical size actually changes.
Fix 2 macOS Retina rendered 400×400 sketches as 800×800
Root cause: the camera's
ProcessingProjection(the sketch's coordinatespace) was built from physical dimensions (
width × scale_factor= 800 on a2× display) instead of the logical size (400), doubling everything.
Fix: use logical
width/heightfor the projection andSurfaceSize;reserve physical dimensions for the GPU texture (
Extent3d) and readback bufferonly.