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I'm experimenting with an app that builds its UI out of raster sprites using iced::widget::image::Image. On high density displays (such as a macbook pro) this results in blurry looking UI because my image ends up getting upscaled, presumably using an algorithm that's optimized for photos and not pixel art. Is there some way to control how this scaling is performed? Or perhaps a way to detect the current display's pixel density and a way to define an image which is given in screen pixels and not display pixels? In that world, I could do the upscaling myself.
For context, in the browser, this problem can be addressed using the image-rendering CSS property.
You can zoom into this image to see the blur:
The text was updated successfully, but these errors were encountered:
I'm experimenting with an app that builds its UI out of raster sprites using
iced::widget::image::Image
. On high density displays (such as a macbook pro) this results in blurry looking UI because my image ends up getting upscaled, presumably using an algorithm that's optimized for photos and not pixel art. Is there some way to control how this scaling is performed? Or perhaps a way to detect the current display's pixel density and a way to define an image which is given in screen pixels and not display pixels? In that world, I could do the upscaling myself.For context, in the browser, this problem can be addressed using the
image-rendering
CSS property.You can zoom into this image to see the blur:
The text was updated successfully, but these errors were encountered: