The engine render size increased by 3 (because the devicePixelRatio of my device is 3), and it is unable to display the scene properly in the targeted canvas.
Do you have any idea to improve the rendering quality in multi canvases scene ?
I think for this to work you will need to multiply the width/height of the view canvas by window.devicePixelRatio so that they end up being the same size than the rendering canvas (the one passed to the engine, which is rescaled when you call setHardwareScalingLevel).
I pick up an another playground from community to illustrate my problem. In the multicanvas function, if you update the scaling level of the engine, you’ll see the difference of display in the second canvas.
I notice that the problem occured only when using registered view on a specific canvas.