Nazariglez / notan

Cross-platform multimedia layer
https://nazariglez.github.io/notan-web/
Apache License 2.0
762 stars 53 forks source link

Windows OS - Issue with scaling factor #249

Open Nazariglez opened 1 year ago

Nazariglez commented 1 year ago

From Olaroll on discord:

So in windows 10, if my scaling is set to 125%, I get an ugly jagged line like in the screenshots I posted. (other scaling factors probably have the issue as well)
Now it seems likely you wouldn't be able to just magically fix this, cause you can't just create detail in the image out of thin air.
I was hoping that the WindowConfig high_dpi option would help with this case, but it seems to do nothing.
Essentially I'd just like to have a window with a resolution that is unaffected by the system's high-dpi scaling, so that my image pixels nicely align with the screen pixels.

Test case: https://gist.github.com/Olaroll/89052bb9b8820cd3225f8a1f4cf611e6

Olaroll commented 1 year ago

Oh, right. Forgot to make an issue for it 😅

Nazariglez commented 1 year ago
use notan::app::Color;
use notan::AppState;
use notan::draw::{CreateDraw, DrawConfig, DrawImages};
use notan::prelude::{Graphics, Texture, WindowConfig};

const WIDTH: i32 = 200;
const HEIGHT: i32 = 200;
const SLOPE: f32 = 0.83; // Try adjusting this for different aliasing patterns

#[derive(AppState)]
struct Program {
    texture: Texture,
}

fn main() -> Result<(), String> {
    let win = WindowConfig::new()
        .vsync(true)
        .high_dpi(false) // Doesn't make a difference?
        .resizable(false)
        .size(WIDTH, HEIGHT);

    notan::init_with(|gfx: &mut Graphics| {
        Program { texture: make_texture(gfx) }
    })
        .add_config(win)
        .add_config(DrawConfig)
        .draw(|gfx: &mut Graphics, this: &mut Program| {
            let mut draw = gfx.create_draw();
            draw.image(&this.texture);
            gfx.render(&draw);
        })
        .build()
}

fn make_texture(gfx: &mut Graphics) -> Texture {
    let mut data = vec![0; (WIDTH * HEIGHT * 4) as usize];
    let color = Color::WHITE.rgba_u8();

    let mut x_max = 0.0;
    for y in 0..HEIGHT {
        for x in 0..(x_max as i32).min(WIDTH) {
            let i = (y * WIDTH + x) as usize * 4;
            data[i..i+4].copy_from_slice(&color);
        }
        x_max += SLOPE;
    }

    gfx.create_texture()
        .from_bytes(&data, WIDTH, HEIGHT)
        .build()
        .unwrap()
}
github-actions[bot] commented 2 months ago

This issue is stale because it has been open for 1 year with no activity.

github-actions[bot] commented 1 month ago

This issue was closed because it has been inactive for 30 days since being marked as stale. Do not hesitate to open a new issue if you need it.