On Feb 25, 2012, at 18:35, Tauren Mills wrote: > I don't have an out-of-the-box solution for you, but if I was in your shoes > I'd be looking into Buster.JS and Phantom.JS to see if they could help:
Thank you for your response. I had not heard of these projects before. > http://busterjs.org/ This seems to be a normal testing framework, much like any of the dozens of other testing frameworks I've heard mentioned on this list before. If you believe it has specific graphics-related capabilities, please point me to them, otherwise I'm not sure how this helps me any better than any of the other existing testing frameworks do. > http://www.phantomjs.org/ This seems to be a headless scriptable WebKit browser. So I could use this to test my library in the specific version of WebKit this comes with. But it doesn't sound like it would help me test my library with the various rendering libraries available in other browsers. I care not only about WebKit in general, but about the specific versions of WebKit in various actual versions of Safari and Chrome, the specific versions of Gecko in various actual versions of Firefox and Camino, and the specific versions of Presto in various actual versions of Opera. A command-line solution would be nice too; I know there's a canvas implementation for node (node-canvas) that I might use for that. But my library will primarily run in the browser, so I imagine that I'll want to be able to run my test page directly in various browsers. > The rendering script found in the wiki is pretty cool, but I don't know if it > works with canvas or not: > http://code.google.com/p/phantomjs/wiki/QuickStart It says it does work with canvas: http://code.google.com/p/phantomjs/wiki/QuickStart#Canvas But that feature seems designed to let you render an entire web page into an image file. I don't care about that; if anything, I would only want to render a canvas into an image file, and that's a capability that browsers already contain (via the toDataURL() method). Ideally I don't want to have to create an image file from the browser output at all; instead, I would load the reference image into a browser canvas, use my library to draw to a second canvas, then compare both canvases. -- Job Board: http://jobs.nodejs.org/ Posting guidelines: https://github.com/joyent/node/wiki/Mailing-List-Posting-Guidelines You received this message because you are subscribed to the Google Groups "nodejs" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/nodejs?hl=en?hl=en
