Hello. Different results are obtained with the same code on a computer(windows 10) and a smartphone(android) with used loadPixels(). Below is an example code and screenshots.
///////////////////////////////////
function setup() {
createCanvas(300, 300);
randomSeed(1);
for (let x2=0; x2<width; x2 +=100) {
for (let y2=0; y2<height; y2 += 100) {
fill(random(200),random(55),random(155));
rect(x2,y2,100,100);
}
}
///////
loadPixels();
background(0);
for (let y1=0; y1<height; y1+=100) {
for (let x1=0; x1<width; x1+=100) {
let poz=(x1+y1*width)*4;
let r=pixels[poz];
let g=pixels[poz+1];
let b=pixels[poz+2];
fill(r,g,b);
rect(x1,y1,100,100);
}
}
//////////
}
////////////////////////////////////////////
I see that you are using OpenProcessing to run your sketch. It may be due to the “responsiveness” of the website and how the canvas adapts to your screen size / ratio (even thought you set the canvas size… I don’t know ).
Can you post a link to your sketch so we can try it on mobile? You can also test with the p5 online editor: editor.p5js.org/