Does three.js automatically update the WebGLRenderer drawing buffer when devicePixelRatio changes, or must the app re-apply setPixelRatio and setSize?
When a browser window moves between displays with different devicePixelRatio values, a three.js canvas can render at the wrong resolution if the renderer's drawing buffer is not updated. The goal is to clarify whether WebGLRenderer detects the display change and recomputes its backing store automatically, or whether the application must detect the change and