diff --git a/CHANGES.md b/CHANGES.md index ce03d1c674e1..3855f3875b2c 100644 --- a/CHANGES.md +++ b/CHANGES.md @@ -8,6 +8,7 @@ Change Log * Fixed issue where the `Model` glTF cache loses reference to the model's buffer data. [#5720](https://github.com/AnalyticalGraphicsInc/cesium/issues/5720) * Fixed some issues with `disableDepthTestDistance` [#5501](https://github.com/AnalyticalGraphicsInc/cesium/issues/5501) [#5331](https://github.com/AnalyticalGraphicsInc/cesium/issues/5331) [#5621](https://github.com/AnalyticalGraphicsInc/cesium/issues/5621) * Added several new Bing Maps styles: `CANVAS_DARK`, `CANVAS_LIGHT`, and `CANVAS_GRAY`. +* Fixed a bug that caused imagery splitting to work incorrectly when CSS pixels were not equivalent to WebGL drawing buffer pixels, such as on high DPI displays in Microsoft Edge and Internet Explorer. * Added `Cesium3DTileset.loadJson` to support overriding the default tileset loading behavior. [#5685](https://github.com/AnalyticalGraphicsInc/cesium/pull/5685) ### 1.36 - 2017-08-01 diff --git a/Source/Renderer/UniformState.js b/Source/Renderer/UniformState.js index 665b7317d7ea..0b2850daae4a 100644 --- a/Source/Renderer/UniformState.js +++ b/Source/Renderer/UniformState.js @@ -1016,7 +1016,7 @@ define([ this._temeToPseudoFixed = Transforms.computeTemeToPseudoFixedMatrix(frameState.time, this._temeToPseudoFixed); // Convert the relative imagerySplitPosition to absolute pixel coordinates - this._imagerySplitPosition = frameState.imagerySplitPosition * canvas.clientWidth; + this._imagerySplitPosition = frameState.imagerySplitPosition * frameState.context.drawingBufferWidth; var fov = camera.frustum.fov; var viewport = this._viewport; var pixelSizePerMeter;