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uvr scales content to screen in 3d #267

@Absulit

Description

@Absulit
  • uvr takes into account the width and height of the screen to calculate its ratio, but this is no longer true if the mes is not part of the regular quad that covers the screen, like a quad from a 3d scene

  • if you add a texture to a quad, and use uvr to map it, and then you scale the screen, the texture squeezes

Possible solutions:

  • a different mode for the RenderPass to interpret the uvr based on the mesh uv, like adding RenderPass.uvrMode = mesh|screen
  • somehow calculate the ratio and size with the mesh no matter what, don't ask the user for a mode (preferable)

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