- From: Gregg Tavares <gman@google.com>
- Date: Wed, 13 Mar 2013 12:04:09 -0700
- To: "Robert O'Callahan" <robert@ocallahan.org>
- Cc: Stephen White <senorblanco@chromium.org>, WHAT Working Group <whatwg@whatwg.org>, Ian Hickson <ian@hixie.ch>, Rik Cabanier <cabanier@gmail.com>
Another question: And I see this brought up above It seems like an opaque canvas should be an orthogonal issue to subpixel-aa. Subpixel AA seems like it should be a Canvas2DRenderingContext setting though maybe with a name like ctx.antialiasingRenderQuality = With options of none grayscale bestForDeviceIfAxisAlignedAndNotScaledOrBlended This would let the developer choose. It would be clear what the limits are, when to use it, and would let the developer choose what they need, even in an opaque canvas. As a developer I'd like to be able to chose an opaque canvas for perf since compositing an opaque canvas on the page (with GPU blending off) is significantly faster than with it on. Choosing opaque for perf I shouldn't then suddenly get anti-aliasing that doesn't fit my use case. A typical example is to scale a canvas that is smaller than the size it will be displayed to get more perf or to get a pixelated retro look. It would be less than desirable if I also mark the canvas as opaque to get perf and suddenly my scaled canvas has color fringing all over the place.
Received on Wednesday, 13 March 2013 19:04:37 UTC