New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
window.devicePixelRatio support? #2833
Labels
Comments
Uhm... probably just simpler to implement it as a renderer flag such as: var renderer = new THREE.CanvasRenderer( { useDevicePixelRatio: false } ); // true by default |
Going for a walk made me come up with a better implementation: var renderer = new THREE.CanvasRenderer( { devicePixelRatio: 1 } ); // if undefined then it gets set by using window.devicePixelRatio |
And... implemented. 2feae0e |
Thanks. This fix helped me - threejs fix low fps for high dpi devices like macbook pro p.s just leaving a comment here for people searching for it |
😊 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
I'm struggling to decide whether three.js should handle
window.devicePixelRatio
internally or not.This would mean adding this kind of code to each renderer:
The good thing is that people wouldn't have to worry about having to implement it on their end. But I don't know what the bad things would be. I'm sure this could lead to some confusion at some point.
The text was updated successfully, but these errors were encountered: