Re: [whatwg] addPath and CanvasPathMethods

2014-03-21 Thread Joe Gregorio
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

Re: [whatwg] Canvas Path.addPath SVGMatrix not optimal?

2014-03-21 Thread Joe Gregorio
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

Re: [whatwg] addPath and CanvasPathMethods

2014-03-21 Thread Rik Cabanier
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

Re: [whatwg] Proposal: change 2D canvas currentTransform to getter method

2014-03-21 Thread Rik Cabanier
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

Re: [whatwg] Bicubic filtering on context.drawImage

2014-03-21 Thread Rik Cabanier
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

Re: [whatwg] Bicubic filtering on context.drawImage

2014-03-21 Thread K. Gadd
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