On 09/24/2010 08:40 PM, Gregg Tavares (wrk) wrote:
As others have pointed out, canvas scaling algorithm is not specified
and is different in each browser.
http://greggman.com/downloads/examples/canvas-test/test-01/canvas-test-01-results.html
http://greggman.com/downloads/examples/canvas-test/test-01/canvas-test-01.html
On Sat, Sep 18, 2010 at 7:51 PM, Rob Evans <r...@mtn-i.com
<mailto:r...@mtn-i.com>> wrote:
Thanks I'll give that a go in the morning!
All the best,
Rob
On 19 Sep 2010 03:42, "Boris Zbarsky" <bzbar...@mit.edu
<mailto:bzbar...@mit.edu>> wrote:
On 9/18/10 9:57 PM, Rob Evans wrote:
>
> Thanks for the reply. I’m already using high resolution ima...
Gecko will scale canvas images in one of two ways: either using a
nearest-neighbor algorithm or using a more complicated (bilinear,
bicubic, may depend on other details) algorithm which is slower
but usually gives better results. You can control which is
happening by setting mozImageSmoothingEnabled on the canvas 2d
context (set to false to get nearest-neighbor and set to true to
get the other).
The default value there is true. Does setting it to false give
you the Chrome 6 behavior, perchance? I'd be a little surprised
if it does, but worth trying.
-Boris
Forgive me as I have not kept up with all the discussions on this list,
but have there been any suggestions with regards to NOT using a filter
for rescaling? That would be ideal for 'old-skool' graphics where
pixellation is actually desired, not smoothing.
-Ruben