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
> > eovni le atrhtohu gthot sf oirng iyvoeu rs ihnesa.r"t sS?o Whhei csha
> > iids teoa stiheer :p atroa lsyazye,d 'mYaonu,r "sGients uapr,e
> > tfaokreg iyvoeunr, 'm aotr atnod sgaoy ,h o'mGee.t" uTph eann dt hwea
> > lmka'n? gBoutt uIp waanndt wyeonut thoo mken.o w *
> > *
>
>