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CCB to CL; canvas scale problem

gree
Registered User
Quote
2023-01-07 18:52:50

I've managed to get a CCB scene working with the CL. But I ran into a weird issue. The html canvas does show up, but 10x smaller compared to full-width + full-height using CCB only.

I'm new to Copperlicht and messed around with CCB + JS.
Any idea why the CCB with a width/height 1920x1080px does show up as 300x150px?

I'm able to force the canvas element to a 100%; but it only "pseudo-scales" the webgl content up - everything is pixelized.

the problem is related to Copperlicht render, somehow...(?)


gree
Registered User
Quote
2023-01-07 22:01:06

Update: I forgot to include width/height of the canvas

<canvas id="3darea" width="640" height="480" style="background-color:000000">
</canvas>


Dieter
Guest
Quote
2023-08-25 15:47:43

You can always use CopperCube, and then use copperlicht.js-exclusive syntax directly in the scripts, as long as you use the webgl target only.

But sadly, the latest version of copperlicht.js, that's saved by coppercube on webgl-publishing, doesn't support certain copperlicht features anymore, so you'd have to use an older version.(In any case, search for "ouchee island ramification" on itch.io, download the game zip and extract the copperlicht.js)

That said, I had problems too, on android touchscreen the resolution was too high (bigger than display). I forced the canvas to the actual browser size, which is fullscreen on android, which solved the problem without pixel-scaling issues.


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