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Fix to reduce the amount of allocations required when using MSVO and Dynamic Resolution #901
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d24aac5
Initial set of changes to make the intermediate targets use dynamic r…
robinb-u3d a58a6a0
Tidy up the code.
robinb-u3d 3c4d70b
Update package version to 3.0.1 and add CHANGELOG entry
robinb-u3d 675a432
Fix 2018.4 not compiling. This will also mean players < 2019.4 keep u…
robinb-u3d 6f83a6d
Fix resolutions some scaling factors causing the dynamic resolution t…
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Just comparing the maths to what the Switch does for scaling, Switch clamps the values between 1 and Width or 1 and Height. That's probably just the switch code being overly cautious e.g. the scale factor shouldn't be more than 1, but just double checking that wouldn't be needed here.
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Good call, I've checked the engine code and the scaling factors are clamped to a max of 1 so we shouldn't need to clamp on the top end but I suppose it's possible this will produce a 0 sized render target in some cases which it sounds like Switch catches, I'm not sure if we catch this case on all platforms and might end up with a 0 sized RT which I don't imagine would produce good results.