[whatwg] SVG extensions to <canvas>

Giovanni Campagna 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
>> friends.
> 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
> what?

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.

> --Oliver


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