I already saw this issue described on this forum, but unfortunately did not find an answer yet (especially [here][1] question from @Charles-Van-Norman)
The final rendering of my WebGL canvas in windowed mode is quite blurry and the final graphics quality of the build is really poor.
One of the option would be to rescale canvas width and height and force the zoom at a value smaller than 1.
For instance with an initial canvas width of 1000px, we would do in the css something like:
#canvas{zoom: 0.5;width: 2000px;}
It enhanced perfectly the graphics BUT the input location of mouse events are offset by the zoom value.
Is there any way to scale the canvas in the browser while correcting the mouse inputs in the correct position for the game?
Thanks a lot for your help
[1]: http://answers.unity3d.com/questions/1206873/how-can-i-scale-webgl-canvas-without-losing-input.html
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