Android WebKit subsamples all images loaded in WebKit if they exceed a certain threshold of memory usage, reducing the image quality:
http://android.git.kernel.org/?p=platform/external/webkit.git;a=blob;f=WebCore/platform/graphics/android/ImageSourceAndroid.cpp#l299 The image loader discards the orignal image for Image objects and make no way access this data or flag the image somehow "oh please god don't this for my images". This is very bad considering HTML5 web app development. The application developer really wants to load his images with data intact, no matter how big they are. Even though normal web surfing greatly benefits for this behavior, it would be sensible to give an option not to do this and give the website author an opportunity to opt-out from subsampling. Use caser for big images are: game graphics, CSS sprites, maps, etc. The modern devices surely can handle big images as you can easily create 4000 x 4000 <canvas>. Other platforms don't seem to have this behavior (iOS, Firefox Mobile). One of current workarounds is to create a big <canvas>, preprocess images to slices on server-side and then fuse images back together at client side on the canvas. Where should I contact about the issue, so that this may get fixed in the future? More info: http://stackoverflow.com/questions/6632140/android-pixel-quality-reduction-in-images-loaded-in-webview -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en