Re: [csswg-drafts] [css-images-3] image-rendering:pixelated should not force "nearest neighbor" (or similar) when the scale factor is far from an interger (e.g. 150%) (#5837)

> So the question then is - are you doing something that really wants pixelated-style scaling, but centers on non-integer scale multiples? If so, can you provide more detail on this?

Oh, this is timely.  I've just run into trouble with "pixelated" and a window.devicePixelRatio of 1.5 on my desktop pc.  

![image](https://user-images.githubusercontent.com/465632/107427805-10368280-6b22-11eb-90f2-b4caca2697e9.png)
(cf https://github.com/increpare/PuzzleScript/issues/568 )

You can see some horizontal lines like on the "S" of "simple block pushing game" are thick, while the "start game" lines are thin, even though both are one pixel high.

The behaviour I'd like to have available to me for the purpose of a game engine is for it to display the biggest possible image that will fit within the bounds of the canvas, centered with in, that ensure that all upscaled pixels are the same size.  (It's a pretty standard approach).  

I've tried many different approaches to trying to get it to display "integer-multiple"-pixelated but they number of different display surfaces and zooming ratios that constitute the browser rendering stack make this feel like an impossible task. 

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Received on Tuesday, 9 February 2021 21:08:33 UTC