- From: Glenn Maynard <glenn@zewt.org>
- Date: Fri, 9 May 2014 16:47:25 -0500
- To: Ian Hickson <ian@hixie.ch>
- Cc: whatwg <whatwg@whatwg.org>
On Fri, May 9, 2014 at 2:02 PM, Ian Hickson <ian@hixie.ch> wrote: > Given that the user's device could be a very low-power device, or one with > a very small screen, but the user might still want to be manipulating very > large images, it might be best to do the "master" manipulation on the > server anyway. > If I have a photo library with thousands of images, I don't want to upload each image--possibly megabytes each--to the server in order to manipulate it. Also, doing the work on the user's system scales to lots of users more sensibly than doing manipulations of large images on a server. I'm assuming you're referring to the case where if you try to draw a > subpart of an image and for some reason it has to be sampled (e.g. you're > drawing it larger than the source), the anti-aliasing is optimised for > tiling and so you get "leakage" from the next sprite over. > > If so, the solution is just to separate the sprites by a pixel of > transparent black, no? > If you're downscaling by more than 2:1, you need to put more than one pixel between the images, which means you have to author sprite sheets differently depending on how far down you need to zoom. A drawing flag makes a lot more sense. -- Glenn Maynard
Received on Friday, 9 May 2014 21:50:20 UTC