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HTML5 Canvas Antialiasing


Drewrg
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The Example.

Hello every body. I have a Canvas with red background. On it I have rows of boxes, which go exactly after each other. Each box begins exactly where previous box ends, and they all have same skew. So there should not be any gap between edges, but as you can see in the example there are gaps.

Does anybody knows why is this happening, and how to get rid of it.

 

console.clear();
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var world = {
  centerY: canvas.height / 2,
  centerX: canvas.width / 2
}
var rowCount = 14;
var box = {
  width: 20,
  height: 20,
  skew: 10
}

function drawBox(x, y, id) {
  ctx.save();
  ctx.beginPath();
  ctx.moveTo(x, y);
  ctx.lineTo(x + box.width, y);
  ctx.lineTo(x + box.width + box.skew, y - 20);
  ctx.lineTo(x + box.skew, y - box.height);
  ctx.lineTo(x, y);
  ctx.closePath();
  ctx.clip();
  ctx.clearRect(0,0, canvas.width, canvas.height);
  ctx.fillStyle = id % 2 == 0 ? 'lightgray' : 'darkgray';
  ctx.fill();
  ctx.restore();

}

for (var i = 0; i < 112; i++) {
  var k = Math.floor(i / rowCount) * rowCount;
  console.log(k);
  drawBox(i * box.width - (k * box.width), Math.floor(i / rowCount) * box.height, i)
}
#canvas {
  background-color: red;
  width: 800px;
  height: 600px;
}
<!DOCTYPE html>
<html>

<head>
  <meta charset="utf-8">
  <meta name="viewport" content="width=device-width">
  <title>JS Bin</title>
</head>

<body>
  <canvas id="canvas">

  </canvas>
</body>

</html>
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45 minutes ago, Fatalist said:

The problem is fill(), which always draws with antialiasing.

  replace it with
  ctx.fillRect(0,0, canvas.width, canvas.height);

It will only work in Chrome though, other browsers antialias the clip regions.
 

 

 

Actually there will be drawImage() instead of fill(),
but drawImage() got the same issue,
Is there any idea, what can replace drawImage().

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