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
+9
View File
@@ -0,0 +1,9 @@
local V = ...
local PixelCanvas = {}
function PixelCanvas.new(w, h)
return pcall(love.graphics.newCanvas, w, h, { dpiscale = 1 })
end
return PixelCanvas
+1 -1
View File
@@ -186,7 +186,7 @@ end
local function getCanvas(res) local function getCanvas(res)
if canvas == false then return nil end if canvas == false then return nil end
if canvas and canvasRes == res then return canvas end if canvas and canvasRes == res then return canvas end
local ok, c = pcall(love.graphics.newCanvas, res, res) local ok, c = V.require("PixelCanvas").new(res, res)
if not (ok and c) then if not (ok and c) then
canvas = false canvas = false
return nil return nil
+4 -2
View File
@@ -25,6 +25,7 @@
-- failure -- headless, no shader support) apply() hands the canvas back -- failure -- headless, no shader support) apply() hands the canvas back
-- untouched, so every other path is byte-for-byte what it always was. -- untouched, so every other path is byte-for-byte what it always was.
local V = ...
local TiltShift = {} local TiltShift = {}
TiltShift.level = 0 TiltShift.level = 0
@@ -85,9 +86,10 @@ end
local function getCanvases(w, h) local function getCanvases(w, h)
if not ping or cw ~= w or ch ~= h then 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 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 if not okB then return nil end
-- the gaussian's fractional tap offsets need linear filtering -- the gaussian's fractional tap offsets need linear filtering
a:setFilter("linear", "linear") a:setFilter("linear", "linear")
+2 -1
View File
@@ -33,6 +33,7 @@ local WorldCurve = V.require("WorldCurve")
local Sky = V.require("Sky") local Sky = V.require("Sky")
local DayNight = V.require("DayNight") local DayNight = V.require("DayNight")
local GlassMask = V.require("GlassMask") local GlassMask = V.require("GlassMask")
local PixelCanvas = V.require("PixelCanvas")
local Voxel3D = {} local Voxel3D = {}
@@ -640,7 +641,7 @@ function Voxel3D.beginScene(w, h, cx, cy, vw, vh, sky, slot)
local name = slot or "world" local name = slot or "world"
local slotHeld = slots[name] local slotHeld = slots[name]
if not (slotHeld and slotHeld.w == w and slotHeld.h == h) then if not (slotHeld and slotHeld.w == w and slotHeld.h == h) then
local ok, c = pcall(love.graphics.newCanvas, w, h) local ok, c = PixelCanvas.new(w, h)
if not ok then return false end if not ok then return false end
c:setFilter("nearest", "nearest") c:setFilter("nearest", "nearest")
if slotHeld then releaseSlot(slotHeld) end if slotHeld then releaseSlot(slotHeld) end