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Rendering on high-DPI screens is broken with new renderer #204
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@chfi small bug in the new renderer. A quirk in the canvas system is that transformations persist across redraws. So if you call context.scale(2,2) repeatedly, you double the size of things every time you re-render. Biodalliance gets around by wrapping the whole render operation in a context.save()/context.restore() pair, and the restore() call had got lost somewhere in the refactor. The patch I've just applied (a98690e) appears to fix this, but I'd appreciate if you could take a look over this as well to confirm that I'm not doing something that breaks the "new-renderer" patterns. I'm not 100% happy with it because the save call is in one method and the restore call is in another -- IMO it's much clearer if you can keep saves and restores paired up in one method -- but separating out the logic in prepareViewport makes that a bit tricky. Any thoughts? |
I think that looks fine, but I agree that it'd better to keep saves and restores matched in methods. |
One possibility might be replace
The hypothetical @chfi: Does this still fit with your model of extensible renderers? It looks to me as though it should. What do you think? |
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