Lorenzo Gaifas
Lorenzo Gaifas
Can confirm that this works fine on my machine (i.e: the marker size to image ratio stays constant).
> The low-level Texture classes are meant to be low-level. If this can't be done as a subclass or a new wrapper object that uses a low-level Texture class then...
> If what you plan on adding are just more conveniences or the argument can be made that they are, then I'm OK with that. I think we're already doing...
I see what you mean... I guess in that case it's convenient to have a way to `flush` the CPU buffer, and disable part of the functionality. Or like in...
> Even if it CPU scaled it isn't required. I mean, only if the limits are changed and it needs to be re-scaled. Fair enough :P
> If you comment out your `.transform` in your example or make all the scale values the same `(5, 5, 5)` then it works fine I think. Yup, I mentioned...
I think I understand the issue. Scaling affects the transforms, but *not* `size`. A breakdown of the code: ```glsl // move horizontally in framebuffer space // then go to visual...
> One question: why is this logic only dealing with the `x` component? Points are by definition isotropic in screen space, so any direction works as long as it's parallel...
~Wait, I think I got it. We just need to go to `scene` coordinates instead of `visual`, right?~ ~lol nope.~ Wait, it was right, I just messed up things! PR...
Closed by #2359.