drawing canvas and layout scale
Problem description
changing layoutscale seems to break the drawingcanvas object
Attach a .c3p
Steps to reproduce
- click one of the sprites to paste it in the drawing canvas and load it'S image from the drawing canvas
- alternate between the two sprites (they are the same sprite but one is larger)
Observed result
the sprite begins to deform
Expected result
the sprite to not get deformed
More details
I added a layout scale multiplier to the save image action because it seemed to yield the best results, but the disabled action below it works perfectly instead if image scale is used ( instead of layout scale)
Affected browsers/platforms:
First affected release:
System details
View details
Platform information Product: Construct 3 r323 (beta) Browser: Chrome 108.0.5359.73 Browser engine: Chromium Context: webapp Operating system: Windows 11 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 24 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/108.0.0.0 Safari/537.36 Language setting: en-US
Local storage Storage quota (approx): 1006 gb Storage usage (approx): 392 mb (0%) Persistant storage: No
Browser support notes This list contains missing features that are not required, but could improve performance or user experience if supported.
Nothing is missing. Everything is OK! WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: yes Supports highp precision: yes Vendor: Google Inc. (NVIDIA) Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 980 Ti Direct3D11 vs_5_0 ps_5_0, D3D11) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions:
EXT_color_buffer_float EXT_color_buffer_half_float EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_norm16 KHR_parallel_shader_compile OES_draw_buffers_indexed OES_texture_float_linear WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw OVR_multiview2 Audio information System sample rate: 48000 Hz Output channels: 2 Output interpretation: speakers Supported decode formats:
WebM Opus (audio/webm; codecs=opus) Ogg Opus (audio/ogg; codecs=opus) WebM Vorbis (audio/webm; codecs=vorbis) Ogg Vorbis (audio/ogg; codecs=vorbis) MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5) MP3 (audio/mpeg) FLAC (audio/flac) PCM WAV (audio/wav; codecs=1) Supported encode formats:
WebM Opus (audio/webm; codecs=opus) Video information Supported decode formats:
WebM AV1 (video/webm; codecs=av01.0.00M.08) MP4 AV1 (video/mp4; codecs=av01.0.00M.08) WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8) Ogg Theora (video/ogg; codecs=theora) H.265 (video/mp4; codecs=hev1.1.2.L93.B0) H.264 (video/mp4; codecs=avc1.42E01E) Supported encode formats:
WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8)
added detail : I'm trying to generate sprites at runtime and this clearly breaks them. Preferably, they wouldn't get resized by the layout scale
After fixing #8022 and #8358 this no longer appears to reproduce for me, so it looks like this issue was a variant of one of those.