@hema-to/regl-scatterplot
Advanced tools
@@ -89,3 +89,3 @@ /** | ||
| redraw: () => void; | ||
| refresh: any; | ||
| refresh: () => void; | ||
| reset: (args_0?: Partial<{ | ||
@@ -92,0 +92,0 @@ preventEvent: boolean; |
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@@ -206,3 +206,3 @@ type Hex = string; | ||
| export type Properties = { | ||
| renderer: ReturnType<typeof import('./renderer').createRenderer>; | ||
| renderer: ReturnType<typeof import('./regl-scatterplot.esm').createRenderer>; | ||
| canvas: HTMLCanvasElement; | ||
@@ -209,0 +209,0 @@ regl: import('regl').Regl; |
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| { | ||
| "name": "@hema-to/regl-scatterplot", | ||
| "version": "1.14.1-hemato.1", | ||
| "version": "1.14.1-hemato.2", | ||
| "description": "A WebGL-Powered Scalable Interactive Scatter Plot Library", | ||
@@ -5,0 +5,0 @@ "author": "Fritz Lekschas", |
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@@ -151,22 +151,4 @@ import { CLEAR_OPTIONS, DEFAULT_GAMMA } from './constants.js'; | ||
| ) => { | ||
| // We need to limit the width and height by the screen size to prevent | ||
| // a bug in VSCode where the window height is said to be taller than the | ||
| // screen height. The problem with too large dimensions is that at some | ||
| // point WebGL will break down because there's an upper limit on how large | ||
| // any buffer and texture can be. It also harms the performance quite a bit. | ||
| // | ||
| // By restricting the widht/height to the screen size we should have a safe | ||
| // upper limit for the canvas size. | ||
| // | ||
| // @see | ||
| // https://github.com/microsoft/vscode/issues/225808 | ||
| // https://github.com/flekschas/jupyter-scatter/issues/37 | ||
| const width = | ||
| customWidth === undefined | ||
| ? Math.min(window.innerWidth, window.screen.availWidth) | ||
| : customWidth; | ||
| const height = | ||
| customHeight === undefined | ||
| ? Math.min(window.innerHeight, window.screen.availHeight) | ||
| : customHeight; | ||
| const width = customWidth == null ? window.innerWidth : customWidth; | ||
| const height = customHeight == null ? window.innerHeight : customHeight; | ||
| canvas.width = width * window.devicePixelRatio; | ||
@@ -173,0 +155,0 @@ canvas.height = height * window.devicePixelRatio; |
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New author
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