Comments (3)
I dont think that library should do it. The correct way to scale canvas is to always create canvas with the original APNG dimensions and scale it via CSS.
The canvas width and height defines the on-page dimensions AND the internal canvas coordinates. Unlike images, where width and height affects only on-page sizes but the internal image size fully defined by the image data themself.
Scaling image inside of canvas may cause unwanted artifacts. You can see it on demo page: upload some APNG and type in console document.querySelector("canvas").getContext('2d').scale(1.2, 1.2)
. You will see resized animation with visible artifacts.
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From my testing, scaling it via CSS cuts the image rather than scaling it, because the drawImage on the canvas still operates with the original width and height of the frames.
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Could you show some minimal code?
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Related Issues (20)
- Release apng-js 1.1.1 HOT 1
- Can the same be done for WebP? HOT 3
- Seek to a certain frame HOT 4
- Simple implementation HOT 3
- Build failing HOT 1
- Play/stop/pause aPNG HOT 1
- Stop/play parsed aPNG HOT 12
- Possible to place the animation somewhere else on canvas? HOT 2
- I want to play the specified frame how to achieve? HOT 3
- frame show bug HOT 1
- Transparency applied to non-changed pixels? HOT 4
- Use in node.js HOT 3
- PNG to APNG in NodeJS? HOT 1
- i try to use getPlayer but receive an err Image creation error(in react) HOT 1
- help:I have an APNG image, which will be truncated a lot when placed in your demo HOT 4
- How should I compose an APNG image from frame array? HOT 1
- How can I control the size of parsed Image? HOT 12
- Apng is not supperted in some App。 Using apng-canvas solves this question。 But is Apng-js supported to the apng-canvas????? HOT 1
- Add type for this project. HOT 5
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