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Use the drawing buffer width instead of the canvas width for imagery splitting #5743

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Aug 14, 2017
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1 change: 1 addition & 0 deletions CHANGES.md
Original file line number Diff line number Diff line change
Expand Up @@ -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
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2 changes: 1 addition & 1 deletion Source/Renderer/UniformState.js
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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