On Fri, Mar 21, 2014 at 12:17 AM, Rik Cabanier caban...@gmail.com wrote:
On Thu, Mar 20, 2014 at 4:24 PM, Robert O'Callahan rob...@ocallahan.org
wrote:
An implementation can turn #2 into #1 if the paths obviously don't
overlap. If they might overlap, the author probably shouldn't be doing
On Wed, Mar 19, 2014 at 4:46 PM, Dirk Schulze dschu...@adobe.com wrote:
Hi,
I just looked at the definition of Path.addPath[1]:
void addPath(Path path, SVGMatrix? transformation);
SVGMatrix is nullable but can not be omitted all together. Why isn’t it
optional as well? I think it
On Fri, Mar 21, 2014 at 11:52 AM, Joe Gregorio jcgrego...@google.comwrote:
On Fri, Mar 21, 2014 at 12:17 AM, Rik Cabanier caban...@gmail.com wrote:
On Thu, Mar 20, 2014 at 4:24 PM, Robert O'Callahan rob...@ocallahan.org
wrote:
An implementation can turn #2 into #1 if the paths obviously
On Thu, Mar 20, 2014 at 11:18 AM, Simon Sarris simon.sar...@gmail.comwrote:
On Thu, Mar 20, 2014 at 1:52 PM, Justin Novosad ju...@google.com wrote:
Hello all,
The recently added currentTransform attribute on CanvasRenderingContext2D
gives shared access to the rendering context's
Hi Katelyn,
would this solved by creating a list of resampling methods that are clearly
defined in the spec?
Do you have a list in mind?
On Sat, Mar 15, 2014 at 4:14 AM, K. Gadd k...@luminance.org wrote:
In game scenarios it is sometimes necessary to have explicit control
over the filtering
Hi, the attached screenshots and test case in
https://bugzilla.mozilla.org/show_bug.cgi?id=782054 demonstrate how
the issue affects 2D games that perform scaling/rotation of bitmaps.
There are other scenarios I probably haven't considered as well. As
far as I can tell the mechanism used to render