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This isn't ideal for a few reasons, it uses getContext to check whether the context is 2D or 3D. It also reproduces much of the code from loadPixels() which is more efficient because it checks for an existing pixel cache. Off the top of my head, I think a lot of this could be fixed by passing the renderer instead of the canvas (when there is one). I don't have time to try at this precise moment so if anyone else wants to take it up they are welcome. Otherwise, I can return to this at some point in the next month or so.
Most appropriate sub-area of p5.js?
Details about the bug:
using
tint
inside a 2D canvas with webgl p5.Graphics causes errorhttps://editor.p5js.org/micuat/sketches/9hh8x1HjF
from #3709 (comment)
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