fix(ios): pin voxel render target scale

This commit is contained in:
Adrian Castro
2026-08-01 13:29:51 +02:00
parent eb231d221e
commit 1a69489305
4 changed files with 16 additions and 4 deletions
+4 -2
View File
@@ -25,6 +25,7 @@
-- failure -- headless, no shader support) apply() hands the canvas back
-- untouched, so every other path is byte-for-byte what it always was.
local V = ...
local TiltShift = {}
TiltShift.level = 0
@@ -85,9 +86,10 @@ end
local function getCanvases(w, h)
if not ping or cw ~= w or ch ~= h then
local ok, a = pcall(love.graphics.newCanvas, w, h)
local PixelCanvas = V.require("PixelCanvas")
local ok, a = PixelCanvas.new(w, h)
if not ok then return nil end
local okB, b = pcall(love.graphics.newCanvas, w, h)
local okB, b = PixelCanvas.new(w, h)
if not okB then return nil end
-- the gaussian's fractional tap offsets need linear filtering
a:setFilter("linear", "linear")