W3C home > Mailing lists > Public > www-style@w3.org > November 2013

Re: [mediaqueries] resolution and device-pixel-ratio

From: Rik Cabanier <cabanier@gmail.com>
Date: Fri, 22 Nov 2013 15:59:46 -0800
Message-ID: <CAGN7qDAHRG8Wnh+JGccDiBcSEKgnKQr2NQN_CHWbED9zki9JCw@mail.gmail.com>
To: Henrik Andersson <henke@henke37.cjb.net>
Cc: "Robert O'Callahan" <robert@ocallahan.org>, Dean Jackson <dino@apple.com>, Maciej Stachowiak <mjs@apple.com>, Jonathan Kew <jfkthame@googlemail.com>, www-style list <www-style@w3.org>
On Fri, Nov 22, 2013 at 3:46 PM, Henrik Andersson <henke@henke37.cjb.net>wrote:

> Can you use the image-rendering property on a canvas?
>
> http://www.w3.org/TR/2012/WD-css4-images-20120911/#the-image-rendering


It should and every browser does it but Chrome
see http://phrogz.net/tmp/canvas_image_zoom.html


>
>
> Robert O'Callahan skriver:
> > For best results an 8-bit game emulator should be drawing into a canvas
> > sized to the game's original size as designed, and then scaling that to
> > a rendering canvas whose pixels match device pixels as closely as
> > possible, using a custom scaling algorithm designed for scaling pixel
> > art. (See
> > http://en.wikipedia.org/wiki/Image_scaling#Pixel_art_scaling_algorithms
> .)
> >
> > For the former step, the canvas backing store size is fixed and does not
> > depend on zoom ratios in any way. For the latter step, using a zoom
> > ratio that includes page zoom is better than using one that doesn't
> > (even if the rendering canvas's buffer size is required to be an integer
> > multiple of the game canvas).
> >
> > Rob
> > --
> > Jtehsauts  tshaei dS,o n" Wohfy  Mdaon  yhoaus  eanuttehrotraiitny
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> > lmka'n?  gBoutt  uIp  waanndt  wyeonut  thoo mken.o w  *
> > *
>
>
Received on Saturday, 23 November 2013 00:00:15 UTC

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