Reputation: 2198
I've been testing mobile support for Three.js and have discovered a quirk when it comes to the setSize function and multiple views. Here's the scenario.
While loading the webgl_multiple_views example on my Nexus 7 (Android OS 4.3) in the Chrome for Android (29.0.1547.59) the entire rendered window is mis-aligned as can be seen in this screenshot.
At first I suspected a setViewport related issue but after further inspection determined that the WebGLRenderer.js
function setSize
was attempting to correct the WebGL canvas context size by multiplying by the devicePixelRatio like so:
_canvas.width = width * this.devicePixelRatio;
_canvas.height = height * this.devicePixelRatio;
This to me, seems a perfectly reasonable approach, but the problem here is that with some Android devices the calculation is seemingly already implied by the system, causing a skewed scene.
I've found that by implying a default pixel ratio of 1 I can correct the issue, but I'm anticipating it will likely break a lot of properly behaving mobile devices. Here's the "fix" if you will:
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: false, devicePixelRatio: 1 } );
My question is, has anyone else encountered this? Does anyone have a more consistent fix for generally scaling a canvas context so it respects device pixel ratio, but doesn't break some android devices?
Thank-you kindly for any advice/assistance.
Upvotes: 0
Views: 2392
Reputation: 500
Try this function. I have tested it extensively and it reports the correct device width, height and a computedPixelRatio for every device I have tried...
function getDeviceDimensions() // get the width and height ofthe viewing device based on its OS
{
screenWidth = window.screen.width; // get the width
screenHeight = window.screen.height; // get the height
var computedPixelRatio = (window.screen.availWidth / document.documentElement.clientWidth); // a more reliable measure of device pixel ratio due to android firefox bugs...
computedPixelRatio = window.devicePixelRatio >= computedPixelRatio ? window.devicePixelRatio : computedPixelRatio; // select whichever value is larger between pixel ratio methods
if (navigator.userAgent.indexOf('Android') != -1) // if the client is on an android system
{
screenWidth = screenWidth / computedPixelRatio; // divide the reported width by the pixel ratio
screenHeight = screenHeight / computedPixelRatio; // divide the reported height by the pixel ratio
}
//alert(screenWidth + " " + screenHeight + " " + window.devicePixelRatio + " " + computedPixelRatio);
}
Upvotes: 4