On 11/24/2010 10:23 AM, Boris Zbarsky wrote:
On 11/24/10 4:13 AM, Charles Pritchard wrote:
> And, these aren't great lengths. It's about 6 lines of javascript.
Uh... That depends on how your drawing path is set up. If I understand
correctly what you're doing, you have to get the DPI ration (call it
N),
change the canvas width/height by a factor of N, and change all
coordinates in all your drawing calls by a factor of N, right?
You're correct, I grab DPI, lets call it xN and yN, I change the canvas
width height.
Then I run .scale(xN, xY) before my drawing calls. They're completely
agnostic
to the change.
Ah, I see. I assumed you were actually trying to draw the fonts at
the right size for the viewer, see, as opposed to doing an image
upscale of text rendered at a smaller size.
You're right, font sizes do need to be managed separately in most
implementations
as scale does not apply to the font size.
My faith in canvas coders is closer to 0.2 (on a 0-1 scale), largely
because it's not quite as mainstream yet, so only the more competent
folks are doing it.
I hope you have more respect for other parts of your user base.
What does this have to do with respect? Canvas coders are just trying
to get something done, as are browser users.
Browser users tend to not be experts on browser stuff. Neither do
canvas coders, for the most part (largely because no one is in a
position to really be an expert on all the various parts of a browser
at this point). I certainly don't claim to be one.
But the upshot is that people make mistakes. If you don't assume they
will, you come to grief.
Assuming they'll make mistakes is different than having zero faith in
their competence.