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I've filed an issue with SVG, as displaying SVG in an image doesn't seem well-defined w3c/svgwg#289
However, we need to define how SVG is drawn to a canvas, particularly in terms of media queries.
canvas2dContext.drawImage(img,x,y,width,height);
Edge uses the layout size of the <img> to determine the viewport. If the <img> doesn't have layout then it falls back to the width/height attributes, if it doesn't have those it falls to the intrinsic dimensions of the <img>. This seems ideal, as you can change the viewport independent of the size it's drawn to the canvas.
@junov@xidachen@grorg any opinions on this question of drawing a SVG to a canvas? Does aligning with Edge's behavior here sound reasonable, if we write some web platform tests and update the spec to be precise?
I agree with @jakearchibald that Edge's behavior is probably the more desirable one for web devs. The "bizarro-pants" behavior in Chrome is based on a (possibly incorrect) literal interpretation of the spec, which I agree is not that useful.
zcorpan
added
interop
Implementations are not interoperable with each other
and removed
compat
Standard is not web compatible or proprietary feature needs standardizing
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Mar 28, 2017
I've filed an issue with SVG, as displaying SVG in an image doesn't seem well-defined w3c/svgwg#289
However, we need to define how SVG is drawn to a canvas, particularly in terms of media queries.
Edge uses the layout size of the
<img>
to determine the viewport. If the<img>
doesn't have layout then it falls back to the width/height attributes, if it doesn't have those it falls to the intrinsic dimensions of the<img>
. This seems ideal, as you can change the viewport independent of the size it's drawn to the canvas.At the moment every browser does something different here. Documentation and demos: https://jakearchibald.com/2016/svg-media-queries/#drawing-svg-to-a-canvas
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