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noSmooth() breaks positioned WEBGL canvas #7548

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@ffd8

Description

@ffd8

Most appropriate sub-area of p5.js?

  • Accessibility
  • Color
  • Core/Environment/Rendering
  • Data
  • DOM
  • Events
  • Image
  • IO
  • Math
  • Typography
  • Utilities
  • WebGL
  • Build process
  • Unit testing
  • Internationalization
  • Friendly errors
  • Other (specify if possible)

p5.js version

1.11.3

Web browser and version

Chrome 133.0.6943.54

Operating system

MacOS

Steps to reproduce this

Steps:

  1. createCanvas(), position it, add noSmooth() in the draw()
  2. 2D renderer, no problem
  3. WEBGL, breaks, creates new empty canvas?

Perhaps one isn't supposed to use noSmooth() in the draw? I don't remember hitting this issue, but maybe never tried it before... Is that how it's supposed to behave? The refs only show examples of it in the setup(), but it doesn't state anywhere that's the only spot for it to go. In 2D renderer, it doesn't cause an issue, so is it normal in WEBGL or a bug?

Snippet:

function setup() {
	let cvn = createCanvas(300, 300)
	cvn = createCanvas(300, 300, WEBGL) // breaks with noSmooth() below
	cvn.position(150, 50)
	
	background(0, 0, 255)
	circle(0, 0, 100)
}

function draw(){
	noSmooth() // breaks sketch in WEBGL mode
}

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