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Use CSS pixel units everywhere #8113
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A workaround is to set This will render the Cesium canvas in CSS pixels rather than device pixels and will apply upscaling for high dpi devices. This is the behavior in 1.60 and before. |
Are polylines on terrain already on your list @lilleyse ? |
@chris-cooper I haven't created a full list yet but that's a good one to add. |
@lilleyse |
You should be able to detect this in your application, and you can re-update the resolution scale then. See https://stackoverflow.com/a/31482424 |
@smills2929 also check out some of the solutions in #8083:
There was some discussion about making this a configurable option in cesium. I think there's enough demand now that it's worth doing. I opened an issue which we'll target for the coming release: #8215. |
@smills2929 you can now replace any workaround code with |
That's great to hear. Thanks!
…On Thu, 26 Sep. 2019, 4:39 am Sean Lilley, ***@***.***> wrote:
@smills2929 <https://github.com/smills2929> you can now replace any
workaround code with viewer.useBrowserRecommendedResolution = true. It
will ship with Cesium 1.62.
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@IanLilleyT since just the GL line width problem is left can you open a separate issue? This one can be closed. |
The separate GL lines issue can be found here: #8319 |
#8083 changed Cesium to render at device resolution rather than upscaling on high DPI displays. The problem now is there are some options in Cesium whose unit is pixels but it's unclear if that means "CSS pixel" or "device pixel".
Everything should be in CSS pixels so that a scene doesn't look different on different displays. We should sweep through everything that has pixel units and multiply by
frameState.pixelScale
like we're doing for SSE.For example point cloud maximum attenuation is considered to be "device pixels" and because of that points are smaller than in 1.60.
1.60 Sandcastle
master Local Sandcastle
master with
devicePixelRatio
correction Local SandcastleThe text was updated successfully, but these errors were encountered: