- From: Edward O'Connor <eoconnor@apple.com>
- Date: Tue, 20 Mar 2012 15:05:49 -0700
Charles Pritchard wrote: >> But now run through this logic when the <canvas> is making a high res >> backing store automatically: by doing the clever thing, you're now >> quadrupling the size of the canvas, and you're paying an exorbitant >> storage cost for doing so. > > Which (a): never happens Sorry, what never happens? Developers commonly double the size of their <canvas>es (and scale them down with CSS) to support both the iPhone 3GS and iPhone 4. Which means such code would use 4 times as much memory as intended when <canvas> uses such a backing store. > and (b) can be detected via 1x1 pixel canvas. Having to round-trip image data through a <canvas> in order to detect its backing store size is one of the problems I'm trying to solve here. >> You really only want to do the "make it twice as big and then scale >> it down with CSS" trick when backing store pixels are 1:1 to CSS >> pixels. > > I do "tricks" to support browser zoom. They are increments; .5,.7, > 1.1, 1.2, 1.3, etc. Huh? I'm not sure what you mean by "browser zoom," nor do I know what it has to do with my proposed additions to the <canvas> 2D Context API. Ted
Received on Tuesday, 20 March 2012 15:05:49 UTC