Does HTML5 Canvas waste memory and CPU to render pixels that are off its window?
Suppose that we have the following three images that we want to render onto a 100
by 100
canvas:
+---------+-------+--------+-------+-------+--------------------+
| image | width | height | X | Y | Remark |
+---------+-------+--------+-------+-------+--------------------+
| 1.svg | 50 | 80 | 10 | 10 | Fits in |
+---------+-------+--------+-------+-------+--------------------+
| 2.svg | 200 | 180 | -30 | 10 | Partially Fits |
+---------+-------+--------+-------+-------+--------------------+
| 3.svg | 300 | 400 | 130 | 200 | Totally off canvas |
+---------+-------+--------+-------+-------+--------------------+
If we draw all the three images onto the canvas, is the native code intelligent enough not to waste resources drawing parts of 2.svg
and the whole of 3.svg
, or is it our responsibility to clip/skip these in a tile engine?