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Not sure if this is intended, but on iOS, SKCanvasView seems to always use scaling factor equal to DeviceDisplay.Current.MainDisplayInfo.Density, while SKGLView seems to use on some devices something a bit different when drawing with the exact same settings. This is the scaling between SKCanvasView/SKGLView.Width and e.Info.Width in PaintSurface. I believe they should both use the same scaling factor, possibly equal to MainDisplayInfo.Density. This seems at least to be the case on Android and Windows on all devices. On iPhone 11, e.Info.Width is a bit bigger for SKGLView than it is for SKCanvasView (where the scaling is equal to MainDisplayInfo.Density).
Code
No code, we observed this behavior on iPhone 11.
Expected Behavior
All iOS devices use the same scaling factor equal to DeviceDisplay.Current.MainDisplayInfo.Density with both SKCanvasView and SKGLView.
Actual Behavior
SKGLView on some iOS devices (iPhone 11 for example) uses a scaling factor different from DeviceDisplay.Current.MainDisplayInfo.Density.