- From: Gregg Tavares <gman@google.com>
- Date: Thu, 9 Jul 2009 15:58:57 -0700
Hello, I'm new to the list so I hope this is the right place and format. I've been having a look at the canvas tag API specification and I noticed at least one ambiguity. (I'm guessing those that have been on the list for a while are laughing) The specific ambiguity I'd like to bring up has to do with the several versions of a function, context.drawImage. They take width and height values. The spec does not make it clear what is supposed to happen with negative values. My personal interpretation and preference is that negative values should (a) be legal and (b) draw backward, flipping the image. The specification currently says: "The source rectangle is the rectangle whose corners are the four points (sx, sy), (sx+sw, sy), (sx+sw, sy+sh), (sx, sy+sh). ... The destination rectangle is the rectangle whose corners are the four points (dx, dy), (dx+dw, dy), (dx+dw, dy+dh), (dx, dy+dh)." Well, simple math would suggest that if sx = 10, and sw = -5 then it still defines a valid rectangle. Unfortunately since the spec is ambiguous the current browsers that implement this all do it differently. Firefox and Opera draw nothing with a negative width or height. Safari and Chrome draw to the rectangle defined by negative widths and heights but do not flip the image. I'd like to make a passionate plea that the spec say "implementations must support negative widths and negative heights and draw the image backward effectively flipping the result". Coming from a graphics and game development background we use the ability to flip images all the time. I know that I can achieve similar results by using a transform matrix but still it would be much easier to just make negative widths and heights specifically part of the spec. Also, I'd like to suggest that a widths and heights of 0 for source should be valid as well as rectangles outside of the source also be valid and that this part of the spec. "If the source rectangle is not entirely within the source image, or if one of the sw or sh arguments is zero, the implementation must raise an INDEX_SIZE_ERR exception." be changed to reflect that. Coming from a graphics background I see no reason why if I let my user size an image in a canvas I should have to special case a width or height of zero. Just draw nothing if the width or height is zero. Similarly, if I was to provide a UI to let a user choose part of the source to copy to the dest and I let them define a rectangle on the source and drag it such that all or part of it is off the source I see no reason why I should have to do extra math in my application to make that work when simple clipping of values in drawImage would make all that extra work required by each app disappear. Another way to look at that is in OpenGL, if my texture coordinates are set less than 0 or greater than 1 the GPU does not fail. Why should drawImage act any differently? The next issue related to drawImage is that the spec does not specify how to filter an image when scaling it. Should it use bi-linear interpolation? Nearest Neighbor? Maybe that should stay implementation dependent? On top of that the spec does not say what happens at the edges and the different browsers are doing different things. To give you an example, if you take a 2x2 pixel image and scale it to 256x256 using drawImage. All the major browsers that currently support the canvas tag will give you an image where the center of each pixel is around center of each 128x128 corner of the 256x256 result. The area inside the area defined by those 4 points is rendered very similar on all 4 browsers. The area outside though, the edge, is rendered very differently. On Safari, Chrome and Opera the colors of the original pixels continue to be blended all the way to the edge of the 256x256 area. On Firefox though, the blending happens as though the source image was actually 4x4 pixels instead of 2x2 where the edge pixels are all set to an RGBA value of 0, 0, 0, 0. It then draws that scaled image as as though the source rectangle was sx = 1, sy = 1, sw = 2, sh = 2 so that you get a progressively more and more translucent color towards the edge of the rectangle. I don't know which is right but with low resolution source images the 2 give vastly different results. Could these ambiguities be clarified in the spec? -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.whatwg.org/pipermail/whatwg-whatwg.org/attachments/20090709/17c519b3/attachment-0001.htm>
Received on Thursday, 9 July 2009 15:58:57 UTC