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If you provide JS with a window scale other than 1, (say, 2), you'll get something like this:
Where the image is duplicated horizontally, cut in half, because that's the raw byte data we sent the canvas.
This can be worked around by manually scaling things up yourself for a given game but it's not optimal.
The text was updated successfully, but these errors were encountered:
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If you provide JS with a window scale other than 1, (say, 2), you'll get something like this:
Where the image is duplicated horizontally, cut in half, because that's the raw byte data we sent the canvas.
This can be worked around by manually scaling things up yourself for a given game but it's not optimal.
The text was updated successfully, but these errors were encountered: