- From: Justin Novosad <junov@chromium.org>
- Date: Mon, 10 Dec 2012 16:18:36 -0500
- To: Rik Cabanier <cabanier@gmail.com>
- Cc: whatwg@lists.whatwg.org, Jeff Muizelaar <jmuizelaar@mozilla.com>, Vladimir Vukicevic <vladimir@pobox.com>, Ian Hickson <ian@hixie.ch>, Kevin Gadd <kevin.gadd@gmail.com>
On Mon, Dec 10, 2012 at 4:04 PM, Rik Cabanier <cabanier@gmail.com> wrote: > > > 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. > > Yes, I am sure a lot of games do it already to work around the color bleeding problem but there is a performance cost to doing that. Couldn't we just make everyone happy by making the behavior controllable through a context attribute or an additional overload of drawImage that takes an extra argument?
Received on Monday, 10 December 2012 21:19:03 UTC