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Issue 774640 link

Starred by 2 users

Issue metadata

Status: Available
Owner: ----
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: Android
Pri: 2
Type: Task
Proj-XR
Proj-XR-VR



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UI texture resolution should be dynamically chosen

Project Member Reported by cjgrant@chromium.org, Oct 13 2017

Issue description

Textures generated for UI elements use hard coded pixel dimensions based on approximately how large the element should be in the FOV.

This is error-prone, wasteful and dangerous.  We should, in some way, use the UI to determine the ideal resolution for elements based on their transformation, and feed this back to the texture generation portion of elements.
 
Cc: tiborg@chromium.org
This will be very important, though there's some chicken-and-egginess to sort out with the frame production lifecycle. We currently need our texture size before we know our world space transform.

Comment 2 Deleted

We've mostly addressed this now.  Because we used the ScaledDepthAdjuster, element sizes are generally in DMM.  We can convert size to texture size, as the text element does, by using a fixed ratio.
However, we'd want to ensure that if the size animates for some reason, that we don't redraw a texture every frame during the animation.

Comment 5 by tiborg@chromium.org, Apr 17 2018

I think this bug also refers to dynamically computing an optimal resolution based on the display's resolution and element size in projected space as we do it for the content texture.

Comment 6 by tiborg@chromium.org, Apr 17 2018

/re the animation, for the content quad we choose the target value of the animation to calculate the resolution.

Comment 7 by ddorwin@chromium.org, Jan 18 (5 days ago)

Labels: OS-Android

Comment 8 by samdrazin@chromium.org, Jan 18 (4 days ago)

Cc: cassew@chromium.org

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