A parameter that would allow you to change the canvas (or render?) scale would be very helpful in optimizing/adapting to different screens and hardware.
Calling different methods from cc.view for downgrading resolution doesn’t seem to give any results and the canvas always adapts depending on the devicePixelRatio which I can’t change.
Is there any solution now that I’m missing?
I solve this problem by changing the window.deviceRatioValue
window.devicePixelRatio = x
Just to make sure the code run before the application started. Personally I put it in the html, before scripts being imported.
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It seems to work on my PC, but it doesn’t work on the target device (LG TV, WebOS, chromium ~53).
window.devicePixelRatio for read only there?
Here is a workaround that seems to work
(() => {
let devicePixelRatio = 1;
Object.defineProperty(window, 'devicePixelRatio', {
get: () => devicePixelRatio,
set: (value) => {
console.log('devicePixelRatio set to', value);
devicePixelRatio = value;
// trigger cc.view resize to apply the new DPR
if(window.cc && cc.view){
const canvasSize = cc.view.getCanvasSize();
cc.view._updateAdaptResult(canvasSize.width, canvasSize.height);
}
},
configurable: true,
});
})();
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Nice hack.
After more inspecting the doc. There is a screen.windowSize api you can use. But I think the most direct way to fix this is customize the engine. Try to update this get devicePixelRatio function