diff --git a/ui/media/js/image-editor.js b/ui/media/js/image-editor.js index dac172fd..8727cbf9 100644 --- a/ui/media/js/image-editor.js +++ b/ui/media/js/image-editor.js @@ -557,14 +557,17 @@ class ImageEditor { if (width == this.width && height == this.height) { return } - + //The below code tries to limit the size of the image to fit within the editor window. + //However, at this time, this causes problems with a mis-match between the mask size and + //the requested image size. For now, allow the drawing/inpaint window to be as large + //as necessary. if (width > height) { - var max_size = Math.min(parseInt(window.innerWidth * 0.9), width, 768) + var max_size = width; //Math.min(parseInt(window.innerWidth * 0.9), width) var multiplier = max_size / width width = (multiplier * width).toFixed() height = (multiplier * height).toFixed() } else { - var max_size = Math.min(parseInt(window.innerHeight * 0.9), height, 768) + var max_size = height; //Math.min(parseInt(window.innerHeight * 0.9), height) var multiplier = max_size / height width = (multiplier * width).toFixed() height = (multiplier * height).toFixed() diff --git a/ui/media/js/main.js b/ui/media/js/main.js index e59a6ace..755bca2f 100644 --- a/ui/media/js/main.js +++ b/ui/media/js/main.js @@ -623,6 +623,13 @@ function onUseAsInputClick(req, img) { initImagePreview.src = imgData maskSetting.checked = false + + //Force the image settings size to match the input, as inpaint currently only works correctly + //if input image and generate sizes match. + addImageSizeOption(img.naturalWidth); + addImageSizeOption(img.naturalHeight); + widthField.value = img.naturalWidth; + heightField.value = img.naturalHeight; } function onUseForControlnetClick(req, img) {