Historically, developers wanting to manipulate CSS properties have had to manipulate strings only for the browser to then convert it back to a typed representation. For example, a WebGL game could use this to load new textures on the fly as gameplay progresses. On the other hand createImageBitmap() is asynchronous which allows you to decode it completely before using it and avoiding jank. If this were done without createImageBitmap(), the imageBlob would be lazily decoded, which would cause jank. Note that the blob is compressed so it is not a full copy in memory.Ĭonst image = await createImageBitmap(imageBlob) Ĭonst canvas = document.createElement('canvas') Ĭonst context = canvas.getContext('bitmaprenderer') This example does so from a blob to a, but pixels can be moved between elements as well. This essentially transfers ownership of an image's pixels. This example shows how to do this using an ImageBitmapRenderingContext. A new rendering context streamlines the display of ImageBitmap objects by avoiding memory duplication and rendering them more efficiently. This causes multiple copies of the image to be stored in memory. Historically, rendering an image to a canvas has involved first creating an tag and then rendering its contents to a canvas. Please report any trial-specific issues to help us fix them before Site Isolation is launched more broadly. To diagnose whether an issue is caused by Site Isolation, use chrome://flags# site-isolation-trial-opt-out as described here.
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