- From: Rik Cabanier <cabanier@gmail.com>
- Date: Fri, 1 Mar 2013 20:33:55 -0800
- To: "Kang-Hao (Kenny) Lu" <kanghaol@oupeng.com>
- Cc: WHAT Working Group <whatwg@whatwg.org>, Glenn Maynard <glenn@zewt.org>, ??? <wang.tietao@outlook.com>
On Fri, Mar 1, 2013 at 7:01 PM, Kang-Hao (Kenny) Lu <kanghaol@oupeng.com>wrote: > (13/03/02 5:59), Glenn Maynard wrote: > > I recommend leaving Firefox alone and changing WebKit (and the spec) to > > match Firefox, because we already have interop (at least in the cases I > > tested) between Firefox and IE, and we already have interop during loads > in > > all three. Changing WebKit to throw after loading will get everyone > doing > > the same thing--changing Firefox will still leave IE out. > > > > (I haven't tested with IE10, FWIW, only IE9.) > > IE10 behaves the same in your test case. > > (13/03/02 6:45), Rik Cabanier wrote: > > Sorry about being unclear. Yes, I meant in addition of. > > So: > > - add your suggested step 1 > > - change HTMLImageElement from original step 2 to CanvasImageSource > > Did you mean to say "change *HTMLCanvasElement* from original step 2 to > CanvasImageSource" here? Yes > The original step 2 has > > # If the image argument is an HTMLCanvasElement object with either a > # horizontal dimension or a vertical dimension equal to zero, then > # the implementation throw an InvalidStateError exception and return > # aborted. > > (13/03/02 9:41), Glenn Maynard wrote: > > But why does it throw this exception in the first place? It's a weird > > special case. Blitting a zero-size image should do nothing, just like > > drawImage(src, 0, 0, 0, 0). > > Just curious. Does it have to be SVG for an image to be zero-sized? I think a canvas element can have 0x0 size too
Received on Saturday, 2 March 2013 04:34:22 UTC