- From: Rob Evans <rob@mtn-i.com>
- Date: Sun, 19 Sep 2010 02:57:47 +0100
Hey ya, Thanks for the reply. I'm already using high resolution images and I cannot cut sections of the image off because I am not using canvas to create thumbnails, I'm using it to create a game engine. I guess this is a question I will have to take up with the Firefox and Chrome developers directly, unless there are any devs here that know why I'm seeing a dramatic difference in scaling quality? Again, you can see the images and their differing scaling quality here: http://www.irrelon.com/test/ Thanks! Rob From: Yp C [mailto:tccyp86@hotmail.com] Sent: 19 September 2010 02:51 To: rob at mtn-i.com Cc: whatwg at lists.whatwg.org Subject: RE: [whatwg] Canvas element image scaling It depends on the graphic lib of the browser. I think you can use a higher resolution picture which will not be shown, then you draw part of the higher resolution pic as the thumbnail. _____ From: rob@mtn-i.com To: whatwg at lists.whatwg.org Date: Sat, 18 Sep 2010 22:25:12 +0100 Subject: [whatwg] Canvas element image scaling Has the canvas spec changed the way the drawImage function scales before drawing to canvas? I've been testing using Chrome 6 and now with Chromium 7 and Firefox 4 Beta 6 the image scaling looks significantly different to the way Chrome 6 scales with drawImage. Just interested to know if I can get the later browser test versions to render with drawImage the same way as the current release of Chrome, if the new scaling I'm seeing is expected behaviour or just because they are test versions. If it is expected behaviour, it seems like a step backwards for image quality! You can see the images for yourself here: http://irrelon.com/test/ Thanks! Rob Evans -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.whatwg.org/pipermail/whatwg-whatwg.org/attachments/20100919/0656838a/attachment.htm>
Received on Saturday, 18 September 2010 18:57:47 UTC