On Mon, Dec 10, 2012 at 4:04 PM, Rik Cabanier <caban...@gmail.com> wrote:
> > > As Ian said, copying the sprite image to a non-scaled canvas first (which > most games probably do anyway) works around the issue. > There is no need for padding in that case. > > Yes, I am sure a lot of games do it already to work around the color bleeding problem but there is a performance cost to doing that. Couldn't we just make everyone happy by making the behavior controllable through a context attribute or an additional overload of drawImage that takes an extra argument?