[html5] r1758 - /

whatwg at whatwg.org whatwg at whatwg.org
Thu Jun 12 18:47:31 PDT 2008


Author: ianh
Date: 2008-06-12 18:47:24 -0700 (Thu, 12 Jun 2008)
New Revision: 1758

Modified:
   index
   source
Log:
[e] (0) remove some redundant ImageData stuff

Modified: index
===================================================================
--- index	2008-06-13 01:39:46 UTC (rev 1757)
+++ index	2008-06-13 01:47:24 UTC (rev 1758)
@@ -20186,12 +20186,6 @@
 
   <h6 id=pixel><span class=secno>3.11.11.1.11. </span><dfn id=pixel1>Pixel
    manipulation</dfn></h6>
-  <!--
-  <span>ImageData</span> <span title="dom-context-2d-createImageData">createImageData</span>(in float sw, in float sh);
-  <span>ImageData</span> <span title="dom-context-2d-getImageData">getImageData</span>(in float sx, in float sy, in float sw, in float sh);
-  void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy);
-  void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy, in float dirtyX, in float dirtyY, in float dirtyWidth, in float dirtyHeight);
--->
 
   <p>The <dfn id=createimagedata
    title=dom-context-2d-createImageData><code>createImageData(<var
@@ -20285,11 +20279,7 @@
    structures back to the canvas.
 
   <p>If the first argument to the method is null or not an <code><a
-   href="#imagedata">ImageData</a></code> object that was returned by <code
-   title=dom-context-2d-createImageData><a
-   href="#createimagedata">createImageData()</a></code> or <code
-   title=dom-context-2d-getImageData><a
-   href="#getimagedata">getImageData()</a></code> then the <code
+   href="#imagedata">ImageData</a></code> object then the <code
    title=dom-context-2d-putImageData><a
    href="#putimagedata">putImageData()</a></code> method must raise a
    <code>TYPE_MISMATCH_ERR</code> exception.
@@ -20423,36 +20413,30 @@
    <p>The data returned by <code title=dom-context-2d-getImageData><a
     href="#getimagedata">getImageData()</a></code> is at the resolution of
     the canvas backing store, which is likely to not be one device pixel to
-    each CSS pixel if the display used is a high resolution display. Thus,
-    while one could create an <code><a href="#imagedata">ImageData</a></code>
-    object, one would not necessarily know what resolution the canvas
-    expected (how many pixels the canvas wants to paint over one coordinate
-    space unit pixel).</p>
+    each CSS pixel if the display used is a high resolution display.</p>
 
    <p>In the following example, the script first obtains the size of the
     canvas backing store, and then generates a few new <code><a
     href="#imagedata">ImageData</a></code> objects which can be used.</p>
 
-   <pre>
-  // canvas is a reference to a <canvas> element
-  var context = canvas.getContext('2d');
+   <pre>// canvas is a reference to a <canvas> element
+var context = canvas.getContext('2d');
 
-  // create a blank slate
-  var data = context.createImageData(canvas.width, canvas.height);
+// create a blank slate
+var data = context.createImageData(canvas.width, canvas.height);
 
-  // create some plasma
-  FillPlasma(data, 'green'); // green plasma
+// create some plasma
+FillPlasma(data, 'green'); // green plasma
 
-  // add a cloud to the plasma
-  AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
+// add a cloud to the plasma
+AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
 
-  // paint the plasma+cloud on the canvas
-  context.putImageData(data, 0, 0);
+// paint the plasma+cloud on the canvas
+context.putImageData(data, 0, 0);
 
-  // support methods
-  function FillPlasma(data, color) { ... }
-  function AddCloud(data, x, y) { ... }
-</pre>
+// support methods
+function FillPlasma(data, color) { ... }
+function AddCloud(data, x, y) { ... }</pre>
   </div>
 
   <div class=example>

Modified: source
===================================================================
--- source	2008-06-13 01:39:46 UTC (rev 1757)
+++ source	2008-06-13 01:47:24 UTC (rev 1758)
@@ -17832,13 +17832,6 @@
 
   <h6><dfn>Pixel manipulation</dfn></h6>
 
-<!--
-  <span>ImageData</span> <span title="dom-context-2d-createImageData">createImageData</span>(in float sw, in float sh);
-  <span>ImageData</span> <span title="dom-context-2d-getImageData">getImageData</span>(in float sx, in float sy, in float sw, in float sh);
-  void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy);
-  void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy, in float dirtyX, in float dirtyY, in float dirtyWidth, in float dirtyHeight);
--->
-
   <p>The <dfn
   title="dom-context-2d-createImageData"><code>createImageData(<var
   title="">sw</var>, <var title="">sh</var>)</code></dfn> method must
@@ -17932,11 +17925,9 @@
   <code>ImageData</code> structures back to the canvas.</p>
 
   <p>If the first argument to the method is null or not an
-  <code>ImageData</code> object that was returned by <code
-  title="dom-context-2d-createImageData">createImageData()</code> or
-  <code title="dom-context-2d-getImageData">getImageData()</code> then
-  the <code title="dom-context-2d-putImageData">putImageData()</code>
-  method must raise a <code>TYPE_MISMATCH_ERR</code> exception.</p>
+  <code>ImageData</code> object then the <code
+  title="dom-context-2d-putImageData">putImageData()</code> method
+  must raise a <code>TYPE_MISMATCH_ERR</code> exception.</p>
 
   <p>If any of the arguments to the method are infinite or NaN, the
   method must raise an <code>INDEX_SIZE_ERR</code> exception.</p>
@@ -18087,35 +18078,30 @@
    title="dom-context-2d-getImageData">getImageData()</code> is at the
    resolution of the canvas backing store, which is likely to not be
    one device pixel to each CSS pixel if the display used is a high
-   resolution display. Thus, while one could create an
-   <code>ImageData</code> object, one would not necessarily know what
-   resolution the canvas expected (how many pixels the canvas wants to
-   paint over one coordinate space unit pixel).</p>
+   resolution display.</p>
 
    <p>In the following example, the script first obtains the size of
    the canvas backing store, and then generates a few new
    <code>ImageData</code> objects which can be used.</p>
 
-   <pre>
-  // canvas is a reference to a <canvas> element
-  var context = canvas.getContext('2d');
+   <pre>// canvas is a reference to a <canvas> element
+var context = canvas.getContext('2d');
 
-  // create a blank slate
-  var data = context.createImageData(canvas.width, canvas.height);
+// create a blank slate
+var data = context.createImageData(canvas.width, canvas.height);
 
-  // create some plasma
-  FillPlasma(data, 'green'); // green plasma
+// create some plasma
+FillPlasma(data, 'green'); // green plasma
 
-  // add a cloud to the plasma
-  AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
+// add a cloud to the plasma
+AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
 
-  // paint the plasma+cloud on the canvas
-  context.putImageData(data, 0, 0);
+// paint the plasma+cloud on the canvas
+context.putImageData(data, 0, 0);
 
-  // support methods
-  function FillPlasma(data, color) { ... }
-  function AddCloud(data, x, y) { ... }
-</pre>
+// support methods
+function FillPlasma(data, color) { ... }
+function AddCloud(data, x, y) { ... }</pre>
 
   </div>
 




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