When animating an image over a large canvas, the image renders correctly on non-integer coordinates, and the animation is smooth. on a small canvas, say 200x200, the subpixel coordinates don't apply, and the image "jumps" from integer location to the next, creating a "jittery" motion.
the issue seems to apply to raster sources only (images and canvases). text, for instance, animates smoothly on all canvas sizes.
i'm currently testing with Chrome Version 58.0.3029.110 (64-bit), however the issue appeared on earlier versions as well.
has anyone stumbled upon this issue?
here's the code i test with:
<!DOCTYPE HTML>
<html>
<head>
</head>
<body>
<script>
var outer = [200, 200];
var inner = [200, 200];
function CreateCanvas(w, h, hidden) {
var canvas = document.createElement('canvas');
if(!hidden) document.body.appendChild(canvas);
canvas.width = w;
canvas.height = h;
var context = canvas.getContext('2d');
return {canvas:canvas, context:context};
}
function rgba2hex(color) {
return "rgba(" + Math.floor(color[0] * 255) + ',' + Math.floor(color[1] * 255) + ',' + Math.floor(color[2] * 255) + ',' + color[3] + ")";
}
function GetSystemTimeMS() {
return (new Date()).getTime();
}
function GetTimeDifferenceMS(time) {
return GetSystemTimeMS() - time;
}
var outerFontSize = Math.min(100, outer[1] * 0.3);
var innerFontSize = Math.min(100, inner[1] * 0.3);
var outerBuffer = CreateCanvas(outer[0], outer[1], false);
outerBuffer.context.font = outerFontSize + "px times";
outerBuffer.context.fillStyle = rgba2hex([0,0,0,1]);
var innerBuffer = CreateCanvas(inner[0], inner[1], true);
innerBuffer.context.font = innerFontSize + "px times";
innerBuffer.context.fillStyle = rgba2hex([0,0,0,1]);
innerBuffer.context.fillText("raster", 10, inner[1] * 0.9);
var startTime = GetSystemTimeMS();
function draw() {
var span = 5;
var phase = ((GetTimeDifferenceMS(startTime) / 1000) % span) / span;
outerBuffer.context.clearRect(0, 0, outer[0], outer[1]);
var x = 50 + phase * 20;
outerBuffer.context.fillText("vector", x, outer[1] * 0.5);
outerBuffer.context.drawImage(innerBuffer.canvas, x, 0);
window.setTimeout(draw, 10);
}
draw();
</script>
</body>
</html>
I can definitely reproduce it on both my stable chrome and on my canary.
I reported to the chromium team. Let's hope a fix will come soon enough.
For a workaround, you can shrink a little bit your images (minimum value I found was size * 0.99
. This should force the antialiasing algorithm to kick in.
var outer = [200, 200];
var inner = [200, 200];
function CreateCanvas(w, h, hidden) {
var canvas = document.createElement('canvas');
if (!hidden) document.body.appendChild(canvas);
canvas.width = w;
canvas.height = h;
var context = canvas.getContext('2d');
return {
canvas: canvas,
context: context
};
}
function rgba2hex(color) {
return "rgba(" + Math.floor(color[0] * 255) + ',' + Math.floor(color[1] * 255) + ',' + Math.floor(color[2] * 255) + ',' + color[3] + ")";
}
function GetSystemTimeMS() {
return (new Date()).getTime();
}
function GetTimeDifferenceMS(time) {
return GetSystemTimeMS() - time;
}
var outerFontSize = Math.min(100, outer[1] * 0.3);
var innerFontSize = Math.min(100, inner[1] * 0.3);
var outerBuffer = CreateCanvas(outer[0], outer[1], false);
outerBuffer.context.font = outerFontSize + "px times";
outerBuffer.context.fillStyle = rgba2hex([0, 0, 0, 1]);
var innerBuffer = CreateCanvas(inner[0], inner[1], true);
innerBuffer.context.font = innerFontSize + "px times";
innerBuffer.context.fillStyle = rgba2hex([0, 0, 0, 1]);
innerBuffer.context.fillText("raster", 10, inner[1] * 0.9);
var startTime = GetSystemTimeMS();
function draw() {
var span = 5;
var phase = ((GetTimeDifferenceMS(startTime) / 1000) % span) / span;
outerBuffer.context.clearRect(0, 0, outer[0], outer[1]);
var x = 50 + phase * 20;
outerBuffer.context.fillText("vector", x, outer[1] * 0.5);
// shrink a little bit our image
outerBuffer.context.drawImage(innerBuffer.canvas, x, 0, 200 * 0.99, 200 * 0.99);
requestAnimationFrame(draw);
}
draw();