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uvr takes into account the width and height of the screen to calculate its ratio, but this is no longer true if the mes is not part of the regular quad that covers the screen, like a quad from a 3d scene
if you add a texture to a quad, and use uvr to map it, and then you scale the screen, the texture squeezes
Possible solutions:
a different mode for the RenderPass to interpret the uvr based on the mesh uv, like adding RenderPass.uvrMode = mesh|screen
somehow calculate the ratio and size with the mesh no matter what, don't ask the user for a mode (preferable)
uvr takes into account the width and height of the screen to calculate its ratio, but this is no longer true if the mes is not part of the regular quad that covers the screen, like a quad from a 3d scene
if you add a texture to a quad, and use uvr to map it, and then you scale the screen, the texture squeezes
Possible solutions: