Merge pull request #5607 from Tyriar/5606

Fix blur due to canvas dim mismatch in glyph renderer
This commit is contained in:
Daniel Imms
2026-01-13 06:35:40 -08:00
committed by GitHub
2 changed files with 2 additions and 4 deletions
+2 -2
View File
@@ -318,8 +318,8 @@ export class GlyphRenderer extends Disposable {
public handleResize(): void {
const gl = this._gl;
gl.useProgram(this._program);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.uniform2f(this._resolutionLocation, gl.canvas.width, gl.canvas.height);
gl.viewport(0, 0, this._dimensions.device.canvas.width, this._dimensions.device.canvas.height);
gl.uniform2f(this._resolutionLocation, this._dimensions.device.canvas.width, this._dimensions.device.canvas.height);
this.clear();
}
-2
View File
@@ -622,8 +622,6 @@ export class WebglRenderer extends Disposable implements IRenderer {
// the change as it's an exact multiple of the cell sizes.
this._canvas.width = width;
this._canvas.height = height;
// Update the WebGL viewport to match the new canvas dimensions
this._gl.viewport(0, 0, width, height);
// Render synchronously to avoid flicker when the canvas is cleared
this._onRequestRedraw.fire({ start: 0, end: this._terminal.rows - 1, sync: true });
}