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Zooming in too far in larger images (correlation between larger images and how far you need to zoom in to observe the bug) makes selection outlines go haywire (also appears to be pixel misaligned too)
The text was updated successfully, but these errors were encountered:
The source of the problem has been identified as the gl.Viewport exceeding the +/- 16k coordinate limit. This idea was an optimization to make the calculated line coordinates relative to the image so they didn't have to be recalculated every time there is a pan or a zoom. Not sure how to fix this, but this is another reason why we might want to do the selection outline calculations in a shader.
Zooming in too far in larger images (correlation between larger images and how far you need to zoom in to observe the bug) makes selection outlines go haywire (also appears to be pixel misaligned too)
The text was updated successfully, but these errors were encountered: