DynamicTexture with not power of 2 size not covering width/height

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Hi Everyone,

I'm looking into this

mesh = BABYLON.MeshBuilder.CreatePlane("mesh", {
  width: 10,
  height: 10,
  sideOrientation: BABYLON.Mesh.DOUBLESIDE
}, scene);

mesh.material = new BABYLON.StandardMaterial(null, scene);
texture = new BABYLON.DynamicTexture("texture", {
  width: 10,
  height: 10
}, scene, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);

mesh.material.diffuseTexture = texture;

context = texture.getContext();
context.fillStyle = '#F00';
context.fillRect(0, 0, 100, 100);

context.fillStyle = '#00F';
context.fillRect(0, 0, 15, 5);

// Trying to fix it like ( WIP )

mesh.material.diffuseTexture.uScale = 10 / mesh.material.diffuseTexture._canvas.width;
mesh.material.diffuseTexture.vScale = 10 / mesh.material.diffuseTexture._canvas.height;

On the internal the framework is forcing the texture to be power of 2 which is ok, but my problem is that the new canvas size is 16x16 instead of 10x10 but the way UV are mapped makes that the 10x10 size will only cover a portion of the plane instead of the full width/height. 

Some references on the code.

DynamicTexture constructor





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Hi All , I got a fix

texture.uScale = 10 / texture._canvas.width;
texture.vScale = 10 / texture._canvas.height;
// when drawing with the canvas context the top left corner should be (0,0)        
texture.vOffset = 1 - texture.vScale;

texture.uScale -= 0.001; // fix some texture bleeding
texture.vScale -= 0.001; // fix some texture bleeding

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