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| 1 <!DOCTYPE html> | |
| 2 <style> | |
| 3 img { | |
| 4 display: none; | |
| 5 } | |
| 6 canvas { | |
| 7 width: 1000px; | |
| 8 height: 1000px; | |
|
Justin Novosad
2014/11/18 16:32:50
Too large for layout tests.
jackhou1
2014/12/01 07:00:08
Done.
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| 9 image-rendering: pixelated; | |
| 10 } | |
| 11 .canvas0 { | |
| 12 position: absolute; | |
| 13 top: 0; | |
| 14 left: 0; | |
| 15 z-index: 0; | |
| 16 } | |
| 17 .canvas1 { | |
| 18 position: absolute; | |
| 19 top: 250px; | |
| 20 left: 250px; | |
| 21 z-index: 1; | |
| 22 } | |
| 23 </style> | |
| 24 <body> | |
| 25 <img src="resources/dice_alpha.png"> | |
| 26 <!-- Test that drawing a pixelated canvas with another pixelated canvas as s ource works. --> | |
| 27 <!-- One canvas should be overlaid on the other at an offset. Both canvases should be upscaled without blurring. --> | |
| 28 <canvas class="canvas0" width="300" height="300"></canvas> | |
| 29 <canvas class="canvas1" width="300" height="300"></canvas> | |
| 30 </body> | |
| 31 <script> | |
| 32 // Ignore the render tree. | |
| 33 if (window.testRunner) | |
| 34 window.testRunner.dumpAsTextWithPixelResults(); | |
| 35 | |
| 36 function draw() { | |
| 37 var image = document.getElementsByTagName("img")[0]; | |
| 38 var canvas0 = document.getElementsByTagName("canvas")[0]; | |
| 39 var canvas1 = document.getElementsByTagName("canvas")[1]; | |
| 40 canvas0.getContext("2d").drawImage(image, -0.5, -0.5, 300, 300); | |
| 41 canvas1.getContext("2d").drawImage(canvas0, -0.5, -0.5, 300, 300); | |
| 42 } | |
| 43 window.onload = draw; | |
| 44 </script> | |
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