- From: Charles Pritchard <chuck@jumis.com>
- Date: Wed, 24 Nov 2010 10:26:33 -0800
On 11/24/2010 10:23 AM, Boris Zbarsky wrote: > On 11/24/10 4:13 AM, Charles Pritchard wrote: >>>> > And, these aren't great lengths. It's about 6 lines of javascript. >>> Uh... That depends on how your drawing path is set up. If I understand >>> correctly what you're doing, you have to get the DPI ration (call it >>> N), >>> change the canvas width/height by a factor of N, and change all >>> coordinates in all your drawing calls by a factor of N, right? >>> >> You're correct, I grab DPI, lets call it xN and yN, I change the canvas >> width height. >> Then I run .scale(xN, xY) before my drawing calls. They're completely >> agnostic >> to the change. > > Ah, I see. I assumed you were actually trying to draw the fonts at > the right size for the viewer, see, as opposed to doing an image > upscale of text rendered at a smaller size. You're right, font sizes do need to be managed separately in most implementations as scale does not apply to the font size. >>> My faith in canvas coders is closer to 0.2 (on a 0-1 scale), largely >>> because it's not quite as mainstream yet, so only the more competent >>> folks are doing it. >> I hope you have more respect for other parts of your user base. > > What does this have to do with respect? Canvas coders are just trying > to get something done, as are browser users. > > Browser users tend to not be experts on browser stuff. Neither do > canvas coders, for the most part (largely because no one is in a > position to really be an expert on all the various parts of a browser > at this point). I certainly don't claim to be one. > > But the upshot is that people make mistakes. If you don't assume they > will, you come to grief. Assuming they'll make mistakes is different than having zero faith in their competence.
Received on Wednesday, 24 November 2010 10:26:33 UTC