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Description
Hello,
I've been using pixels for a while now and I'm now stuck at some edge case. Basically, I'd like to put a bit more information in the pixels buffer than what will be actually drawn. This ends up with my "buffer" being 1 pixel wider than the actual window's width. In the documentation of the SurfaceTexture, it is written : "It is recommended (but not required) that the width and height are equivalent to the physical dimensions of the surface.". But that's not 100% clear to me what happens behind the scenes. Of course I have tried to make a surface texture wider than the actual window size but this brings a white picture (I was expecting a distorted picture, maybe zoomed). I thought that maybe the scaling matrix was at fault, esp. the constraint over the scale factor, so I set it to one. But that didn't succeed...
If you could just tell me where I should start looking that would be very kind. I've also looked in other places in the code and saw there was a "render texture" and a "backing texture" but I fail to understand the difference.
Thank your for your time...