[whatwg] SVG extensions to <canvas>
scampa.giovanni at gmail.com
Mon May 4 07:26:55 PDT 2009
2009/5/4 Oliver Hunt <oliver at apple.com>:
> On May 4, 2009, at 6:38 AM, Anne van Kesteren wrote:
>> On Thu, 30 Apr 2009 21:15:04 +0200, Ian Hickson <ian at hixie.ch> wrote:
>>> As far as I can tell this doesn't require any changes to HTML5, since the
>>> same applies here as applies to a regular <img>, right?
>> Maybe you misunderstood, but the request was not about <img> referencing
>> SVG, but passing an SVGSVGElement object directly to drawImage() and
> I had certainly misunderstood :D
> I'm not sure this is a great idea, as like all other elements the size of an
> SVGSVGElement may be influenced by where it is in the DOM, which makes it
> unclear how drawImage(SVGSVGElement) should work, eg. should it use the
> "natural" size of the element, the size of the element according to its
> current location in the dom (and what happens if it's not in the dom?), or
If HTMLImgElement uses the natural size, then SVGSVGElement should as
well. The CSS properties set on <img> at its natural position in the
DOM don't matter, so it is not really an issue.
> I believe drawImage should be left as it currently is (basically taking
> objects that are intrinsically bitmap-ish), and if we were to add an ability
> to draw an svg element into the canvas it should really be an simple
> drawElement(Element) method instead, after all, why restrict it it just to
> SVG elements?
<svg> has an intrinsic size (like <video>,<img>, and
<embed>/<object>), the other have not.
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