X-Git-Url: https://git.yukkurigames.com/?p=pwl6.git;a=blobdiff_plain;f=src%2Fyuu%2Fgfx.js;h=f819bfd799aa8a8426ac64e41bb8cd56a2bf9e35;hp=3765aaac3540adc06d0bf685ebd3071c4409769c;hb=de6ca4453d2a81955bba2436f69be912fd70efb0;hpb=0fcb2653386058a7206bb31920834f66fabf3e4e diff --git a/src/yuu/gfx.js b/src/yuu/gfx.js index 3765aaa..f819bfd 100644 --- a/src/yuu/gfx.js +++ b/src/yuu/gfx.js @@ -1,7 +1,7 @@ /* Copyright 2014 Yukkuri Games Licensed under the terms of the GNU GPL v2 or later - @license http://www.gnu.org/licenses/gpl-2.0.html - @source: http://yukkurigames.com/yuu/ + @license https://www.gnu.org/licenses/gpl-2.0.html + @source: https://yukkurigames.com/yuu/ */ (function (yuu) { @@ -12,22 +12,7 @@ var gl; var canvas; - // Safari on OS X has issues with DPR != 1 where the backbuffer - // scales down, then back up. I'm pretty sure this is not a - // problem with this code, because I see similar artifacting on - // most demos, e.g. - // https://www.khronos.org/registry/webgl/sdk/demos/google/shiny-teapot/index.html - // - // With DPR = 1 this presumably still happens but the negative - // effect is lessened. - // - // Safari on iOS does _not_ have this problem (another reason why - // I suspect it's a bug in Safari and not this code), but reducing - // fragment count by 75% is generally a good idea on these devices - // anyway. - var dpr = yuu.DPR = !yuu.isSafari() - ? (this.devicePixelRatio || 1) - : 1; + var dpr = yuu.DPR = this.devicePixelRatio || 1; yT.defineProperty(Int8Array.prototype, "GL_TYPE", 0x1400); yT.defineProperty(Uint8Array.prototype, "GL_TYPE", 0x1401);