message: Retiring WEBGL_OVERSAMPLING_RATIO constant
  It made sense at the time we were using oversampling
  as an antialiasing strategy but not anymore since
  we do the antialiasing in the shaders themselves.
  PIXEL_RATIO is now sufficient.
diff: @@ -48,7 +48,6 @@ const { nodeExtent } = graphExtent;
  * Constants.
  */
  const PIXEL_RATIO = getPixelRatio();
  -const WEBGL_OVERSAMPLING_RATIO = getPixelRatio();
  /**
  * Important functions.
  @@ -1055,7 +1054,7 @@ export default class Sigma extends EventEmitter {
  height: this.height,
  ratio: this.camera.ratio,
  correctionRatio: this.correctionRatio / this.camera.ratio,
  - scalingRatio: WEBGL_OVERSAMPLING_RATIO,
  + scalingRatio: PIXEL_RATIO,
  });
  }
  }
  @@ -1133,7 +1132,7 @@ export default class Sigma extends EventEmitter {
  height: this.height,
  ratio: cameraState.ratio,
  correctionRatio: this.correctionRatio / cameraState.ratio,
  - scalingRatio: WEBGL_OVERSAMPLING_RATIO,
  + scalingRatio: PIXEL_RATIO,
  });
  }
  @@ -1150,7 +1149,7 @@ export default class Sigma extends EventEmitter {
  height: this.height,
  ratio: cameraState.ratio,
  correctionRatio: this.correctionRatio / cameraState.ratio,
  - scalingRatio: WEBGL_OVERSAMPLING_RATIO,
  + scalingRatio: PIXEL_RATIO,
  });
  }
  }
  @@ -1353,15 +1352,10 @@ export default class Sigma extends EventEmitter {
  // Sizing WebGL contexts
  for (const id in this.webGLContexts) {
  - this.elements[id].setAttribute("width", this.width * WEBGL_OVERSAMPLING_RATIO + "px");
  - this.elements[id].setAttribute("height", this.height * WEBGL_OVERSAMPLING_RATIO + "px");
  -
  - this.webGLContexts[id].viewport(
  - 0,
  - 0,
  - this.width * WEBGL_OVERSAMPLING_RATIO,
  - this.height * WEBGL_OVERSAMPLING_RATIO,
  - );
  + this.elements[id].setAttribute("width", this.width * PIXEL_RATIO + "px");
  + this.elements[id].setAttribute("height", this.height * PIXEL_RATIO + "px");
  +
  + this.webGLContexts[id].viewport(0, 0, this.width * PIXEL_RATIO, this.height * PIXEL_RATIO);
  }
  return this;
  