- From: Oliver Hunt <oliver@apple.com>
- Date: Mon, 2 Jun 2008 12:25:32 -0700
Um, could you actually give some kind of reasoning for these? I am not aware of any significant performance issues in Canvas that cannot be almost directly attributed to JavaScript itself rather than the canvas. --Oliver On Jun 2, 2008, at 12:19 PM, Vladimir Vukicevic wrote: > > I'd like to propose adding an imageRenderingQuality property on the > canvas 2D context to allow authors to choose speed vs. quality when > rendering images (especially transformed ones). This is modeled on > the SVG image-rendering property, at http://www.w3.org/TR/SVG/painting.html#ImageRenderingProperty > : > > attribute string imageRenderingQuality; > > 'auto' (default): The user agent shall make appropriate tradeoffs to > balance speed and quality, but quality shall be given more > importance than speed. > > 'optimizeQuality': Emphasize quality over rendering speed. > > 'optimizeSpeed': Emphasize speed over rendering quality. > > No specific image sampling algorithm is specified for any of these > properties, with the exception that, at a minimum, nearest-neighbour > resampling should be used. One alternative is to specify 'best', > 'good', 'fast', with "good" being the default, as opposed to the SVG > names; I think those names are more descriptive, but there might be > value in keeping the names consistent with SVG, especially if that > property bubbles up into general CSS usage. > > - Vlad >
Received on Monday, 2 June 2008 12:25:32 UTC