UI looks sharp! Editors, menu, everything... except the device desktop in the middle and device icons on the sides. I've attached a screenshot here: https://imgur.com/a/X1IGYCQ
A quick inspection of the code shows that other canvases (the arranger/timeline) are correctly scaled by window.devicePixelRatio but just not the main device desktop.
<饾殞饾殜饾殫饾殶饾殜饾殰 饾殞饾殨饾殜饾殰饾殰="饾殟饾殠饾殢饾殯饾殜饾殞-饾殶饾殥饾殠饾殸" 饾殱饾殜饾殝饾殥饾殫饾殟饾殠饾殹="-饾煼" 饾殸饾殥饾殟饾殱饾殤="饾煼饾煻饾煼饾熁" 饾殤饾殠饾殥饾殣饾殤饾殱="饾煿饾煻饾煼" 饾殰饾殱饾殺饾殨饾殠="饾殟饾殥饾殰饾殭饾殨饾殜饾殺: 饾殝饾殨饾殬饾殞饾殧; 饾殬饾殶饾殠饾殯饾殢饾殨饾殬饾殸: 饾殤饾殥饾殟饾殟饾殠饾殫; 饾殞饾殲饾殯饾殰饾殬饾殯: 饾殟饾殠饾殢饾殜饾殲饾殨饾殱; 饾殭饾殬饾殥饾殫饾殱饾殠饾殯-饾殠饾殶饾殠饾殫饾殱饾殰: 饾殜饾殨饾殨; 饾殸饾殥饾殟饾殱饾殤: 饾煼饾煻饾煼饾熁饾殭饾殹; 饾殤饾殠饾殥饾殣饾殤饾殱: 饾煿饾煻饾煼饾殭饾殹; 饾殭饾殬饾殰饾殥饾殱饾殥饾殬饾殫: 饾殜饾殝饾殰饾殬饾殨饾殲饾殱饾殠; 饾殝饾殬饾殹-饾殰饾殥饾殻饾殥饾殫饾殣: 饾殝饾殬饾殯饾殟饾殠饾殯-饾殝饾殬饾殹; 饾殱饾殯饾殜饾殫饾殰饾殢饾殬饾殯饾殩: 饾殱饾殯饾殜饾殫饾殰饾殨饾殜饾殱饾殠(饾煻饾殭饾殹, 饾煻饾殭饾殹); 饾殲饾殰饾殠饾殯-饾殰饾殠饾殨饾殠饾殞饾殱: 饾殫饾殬饾殫饾殠; 饾殻-饾殥饾殫饾殟饾殠饾殹: 饾煻;"></饾殞饾殜饾殫饾殶饾殜饾殰>
(I'm using a unicode workaround to display this code because as far as I can tell the forums don't yet have an easy facility to)
Oh, and I'm on Chrome version 70.0.3538.76 (Chrome OS). Desktop resolution 2560x1700.
Great work on Audiotool Next by the way! Really excited about where it's going.
Comments (5)
Do you use the "zoom"-function in your browser to scale up the fonts? I get a similar result when I do this in Firefox. Ctrl+0 brings it back to normal.
I see. At least increasing the desktop resolution would make the devices sharper when zoomed out, and decrease aliasing, even if the base texture resolution isn't that high.
Also I wonder if using some form of nearest neighbor interpolation would make the corners sharper, a la pixel art?
I guess it's currently more like
There will always be a loss of information regardless of the upscaling algorithm (I'd suggest Lanczos by the way ;).
Is this still an issue after the WebGL-migration?
Will set this as a "won't fix" then.