Worse yet, the current setup means that a script that tries
   createImageData, fill in the pixels, and then paint it to the
   canvas, needs to fill different numbers of pixels depending on the
   output device.  I fully expect script authors to get this very very
   wrong, since it's such non-intuitive behavior.  It would make more
   sense to just have the script work entirely in CSS pixels; if it
   wishes to create a higher-resolution image it can create a canvas
   with bigger dimensions (and scale its actual display via setting
   its width and height CSS properties).
This has been discussed heavily before. It was always intended that canvas be resolution independent in a given environment. Requiring a developer to do this is nonsensical as the developer has no way to know what they should be doing.

eg. why should drawing an arc in a canvas produce aliased output yet drawing an arc in svg not when they're both being drawn at the same time on the same device? or why should text drawn to the canvas look fuzzy compared to the text drawn next to it outside of the canvas? This is basically what you are asking for.

--Oliver

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