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However, it gets drawn if I set useCpu to true in node_modules.
I suspect the default rendering mode expects a certain number of calls in order to draw, because charts get drawn in both modes. Chart.js is a good example because it performs lots of drawings on canvas.
The text was updated successfully, but these errors were encountered:
You mentioned small context, what is the size of the view ?
It seems it's not about context anymore. Chart also failed to draw but I didn't notice because I also update it using a callback.
No matter what context, nothing gets drawn unless called inside a callback (e.g. setTimeout) like I described above.
It's as if something blocks drawing.
In iOS, there are cases when canvas 2D will not draw if content to draw is minimal.
For example, this will not get drawn:
However, it gets drawn if I set
useCpu
totrue
in node_modules.I suspect the default rendering mode expects a certain number of calls in order to draw, because charts get drawn in both modes. Chart.js is a good example because it performs lots of drawings on canvas.
The text was updated successfully, but these errors were encountered: