- From: Rik Cabanier <cabanier@gmail.com>
- Date: Tue, 23 Jul 2013 18:17:43 -0700
- To: David Dailey <ddailey@zoominternet.net>
- Cc: whatwg@whatwg.org
Good memory! I'll dig up that conversation to see what the conclusion was. On Tue, Jul 23, 2013 at 5:18 PM, David Dailey <ddailey@zoominternet.net>wrote: > Hi Rik, > > Just affirming what you've said in SVG: > http://cs.sru.edu/~ddailey/svg/edgeblurs.svg > > The middle rects are crisp, having been merely translated leftward and > downward by half a pixel. Zooming in from the browser rectifies the problem > (as expected) after a single tick. > > I remember folks discussing sub-pixel antialiasing quite a bit on the SVG > lists circa fall/winter 2011. It seemed to cause some troubles for D3. Is > that the same issue? > > Cheers > David > > > -----Original Message----- > From: whatwg-bounces@lists.whatwg.org > [mailto:whatwg-bounces@lists.whatwg.org] On Behalf Of Rik Cabanier > Sent: Tuesday, July 23, 2013 7:19 PM > To: whatwg@whatwg.org > Subject: [whatwg] Blurry lines in 2D Canvas (and SVG) > > All, > > we've noticed that if you draw lines in canvas or SVG, they always end up > blurry. > For instance see this fiddle: http://jsfiddle.net/V92Gn/128/ > > This happens because you offset 1 pixel and then draw a half pixel stroke > on > each side. Since it covers only half the pixel, the color gets mapped to > 50% > gray. > You can work around this by doing an extra offset of half the > devicepixelratio, but ideally this should never happen. > > Is this behavior specified somewhere? > Is there a way to turn this off? > > >
Received on Wednesday, 24 July 2013 01:18:08 UTC