Re: [whatwg] I believe source rectangles for HTML5 Canvas drawImage are specified incorrectly

On Mon, Dec 10, 2012 at 11:03 AM, Justin Novosad <junov@chromium.org> wrote:

> On Mon, Dec 10, 2012 at 1:24 PM, Ian Hickson <ian@hixie.ch> wrote:
>
> >
> > The reason to prefer the current behaviour is if you want to just update
> a
> > small part of an image. For example, if you draw a bit photo, then draw
> > text over it, then want to remove the text by just drawing the photo over
> > where the text was but not redrawing the whole thing. If we clamped to
> > source rectangle, we'd get artefacts in this case that couldn't be worked
> > around (unlike the problems with scaling sprites, which can be worked
> > around, albeit in a suboptimal fashion).
> >
> >
> I disagree. There is an efficient workaround for updating a subregion of an
> image without getting filtering artifacts around the edges : use clipping
> to limit the update region
>

How is that an efficient workaround?
It involves setting a clip, calling drawimge with a larger (complete?)
image and then removing the clip.
This seems much more expensive for such as common operation. (ie a game
that wants to remove an animated character)


> On the other hand, the workaround to prevent color bleeding when using
> spritemap is much less efficient since it requires padding, which is
> wasteful by definition, and in cases where the sprite can be downsized, the
> padding margins may have to be very large.


As Ian said, copying the sprite image to a non-scaled canvas first (which
most games probably do anyway) works around the issue.
There is no need for padding in that case.

Received on Monday, 10 December 2012 21:05:10 UTC