Improve WebGL rendering quality with high-DPI and anisotropic filtering#154
Merged
owulveryck merged 5 commits intomainfrom Feb 10, 2026
Merged
Improve WebGL rendering quality with high-DPI and anisotropic filtering#154owulveryck merged 5 commits intomainfrom
owulveryck merged 5 commits intomainfrom
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Remove axis inversions in portrait mode to correctly match pen movement with laser pointer position. In portrait mode (rotate button ON), both X and Y coordinates now map directly without inversion. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
- Define BytesPerPixelBGRA and BytesPerPixelGray16 constants in config.go - Update delta encoder to use explicit BGRA format with documentation - Replace magic numbers with named constants in detect.go - Add detailed documentation to getFramePointer functions explaining the different approaches for RM2 (classic /dev/fb0) vs RMPP (GPU/DRM) - Improve error handling by returning errors instead of log.Fatal Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Add documentation noting that the current coordinate transformation logic has been tested and verified on RM2 but not yet on RMPP. This maintains the working RM2 functionality while being transparent about device-specific testing coverage. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Add support for high-DPI displays by scaling canvas backing store with devicePixelRatio, ensuring crisp rendering on retina and 4K displays. Enable anisotropic texture filtering when available for improved quality during downscaling and oblique viewing angles. Both improvements are GPU-accelerated with graceful degradation on older hardware. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Fix/laser pointer coordinates
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Summary
devicePixelRatioChanges
EXT_texture_filter_anisotropicWebGL extension for smoother texture sampling at oblique anglesTest plan
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