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@Tyriar Whats the right way to scale a canvas to operate on real device pixels instead of css pixels? Should that be done on width/height attribute level of the canvas object?
For example - lets say we have a DPR of 2 at hand - where should that "doubled" pixel values go? Would this be sufficent (and the browser deals with the low level stuff on its own):
constcanvasObj= ...
// apply real pixel values to canvas (doubled here)canvasObj.width=cssWidth*DPR;canvasObj.height=cssHeight*DPR;// output is still within the logical css pixelscanvasObj.style.width=cssWidth;canvasObj.style.height=cssHeight;// later on during painting:canvasObj.drawImage(...<metricsherenowinrealdevicepixels>...);
Would that already fix things? (Sorry if that question looks dumb to you, but I've never done this DPR correction myself, also I cannot really test it...)
From microsoft/vscode#210672
Does this issue occur when all extensions are disabled?: Yes/No
Steps to Reproduce:
Original image:
In VScode terminal
In Iterm2 terminal
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