[whatwg] Canvas element image scaling
rob at mtn-i.com
Sat Sep 18 18:57:47 PDT 2010
Thanks for the reply. I'm already using high resolution
images and I cannot cut sections of the image off because I am not using
canvas to create thumbnails, I'm using it to create a game engine. I guess
this is a question I will have to take up with the Firefox and Chrome
developers directly, unless there are any devs here that know why I'm seeing
a dramatic difference in scaling quality?
Again, you can see the images and their differing scaling
quality here: http://www.irrelon.com/test/
From: Yp C [mailto:tccyp86 at hotmail.com]
Sent: 19 September 2010 02:51
To: rob at mtn-i.com
Cc: whatwg at lists.whatwg.org
Subject: RE: [whatwg] Canvas element image scaling
It depends on the graphic lib of the browser.
I think you can use a higher resolution picture which will not be shown,
then you draw part of the higher resolution pic as the thumbnail.
From: rob at mtn-i.com
To: whatwg at lists.whatwg.org
Date: Sat, 18 Sep 2010 22:25:12 +0100
Subject: [whatwg] Canvas element image scaling
Has the canvas spec changed the way the drawImage function scales before
drawing to canvas?
I've been testing using Chrome 6 and now with Chromium 7 and Firefox 4 Beta
6 the image scaling looks significantly different to the way Chrome 6 scales
Just interested to know if I can get the later browser test versions to
render with drawImage the same way as the current release of Chrome, if the
new scaling I'm seeing is expected behaviour or just because they are test
versions. If it is expected behaviour, it seems like a step backwards for
You can see the images for yourself here: http://irrelon.com/test/
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