- From: Oliver Hunt <oliver@apple.com>
- Date: Wed, 14 Jul 2010 17:49:44 -0700
On Jul 14, 2010, at 5:29 PM, David Flanagan wrote: > Aryeh Gregor wrote: >> On Wed, Jul 14, 2010 at 3:03 PM, David Flanagan <david at davidflanagan.com> wrote: >>> I'm confused by the term "coordinate space units" as applied to the canvas >>> spec. It does not seem to be defined. >> It seems clear to me. > > Even if clear, it is still undefined. And the words "coordinate space" are so generic as to be meaningless here. "canvas units" or something would make more sense. > > The 2D context represents a Cartesian plane, >> and the units for everything are units within that plane. One >> coordinate space unit might correspond to any number of pixels, >> depending <snip> > As an aside, do you think any implementations actually do that? It seems to me that it would cause real problems with drawImage(): images would look bad compared to drawn graphics... WebKit supports device != css coordinates in its canvas implementation -- if you use QuartzDebug on Mac to change the resolution multiplier it causes a higher resolution backing buffer to be used. --Oliver
Received on Wednesday, 14 July 2010 17:49:44 UTC