I have a problem with canvas resizing and gl.viewport
sync.
Let\'s say that I start with both the canvas 300x300 canvas, and the initialization of gl.view
There is no such thing is gl.viewportWidth
or gl.viewportHeight
If you want to set your perspective matrix you should use canvas.clientWidth
and canvas.clientHeight
as your inputs to perspective. Those will give you the correct results regardless of what size the browser scales the canvas. As in if you set the canvas auto scale with css
<canvas style="width: 100%; height:100%;"></canvas>
...
var width = canvas.clientHeight;
var height = Math.max(1, canvas.clientHeight); // prevent divide by 0
mat4.perspective(45, width / height, 1, 1000, projectionMatrix);
As for the viewport. Use gl.drawingBufferWidth
and gl.drawingBufferHeight
. That's the correct way to find the size of your drawingBuffer
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
Just to be clear there are several things conflated here
canvas.width
, canvas.height
= size you requested the canvas's drawingBuffer to begl.drawingBufferWidth
, gl.drawingBufferHeight
= size you actually got. In 99.99% of cases this will be the same as canvas.width
, canvas.height
.canvas.clientWidth
, canvas.clientHeight
= size the browser is displaying your canvas.To see the difference
<canvas width="10" height="20" style="width: 30px; height: 40px"></canvas>
or
canvas.width = 10;
canvas.height = 20;
canvas.style.width = "30px";
canvas.style.height = "40px";
In these cases canvas.width
will be 10, canvas.height
will be 20, canvas.clientWidth
will be 30, canvas.clientHeight
will be 40. It's common to set canvas.style.width
and canvas.style.height
to a percentage so that the browser scales it to fit whatever element it is contained in.
On top of that there are the 2 things you brought up
Given those definitions the width and height used for viewport
is often not the same as the width and height used for aspect ratio
.