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Using whole pixel canvas rendering #4

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6 changes: 3 additions & 3 deletions public/javascript/canvas_render.js
Expand Up @@ -57,12 +57,12 @@ var CanvasRender = (function() {
var nst = -st;
ctx.transform(ct + 0.000001, st, nst, ct + 0.000001, framedata.pos[0], framedata.pos[1]);
// ctx.transform(ct, st, nst, ct, framedata.pos[0], framedata.pos[1]);
ctx.drawImage(framedata.image, framedata.x, framedata.y, framedata.size[0],
ctx.drawImage(framedata.image, framedata.x | 0, framedata.y | 0, framedata.size[0],
framedata.size[1], 0, 0, framedata.size[0]*framedata.scale, framedata.size[1]*framedata.scale);
ctx.setTransform(1, 0, 0, 1, 0, 0);
} else {
ctx.drawImage(framedata.image, framedata.x, framedata.y, framedata.size[0],
framedata.size[1], framedata.pos[0], framedata.pos[1],
ctx.drawImage(framedata.image, framedata.x | 0, framedata.y | 0, framedata.size[0],
framedata.size[1], framedata.pos[0] | 0, framedata.pos[1] | 0,
framedata.size[0]*framedata.scale, framedata.size[1]*framedata.scale);
}

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