Example: https://jsfiddle.net/jm1y9c0L/1/
Code:
const context = document.getElementById("canvas").getContext("2d");
const scale = document.getElementById("scale");
const translate = document.getElementById("translate");
scale.value = 17.78598548284369;
translate.value = 10.02842190048295;
function draw() {
context.fillStyle="#f00";
context.fillRect(0,0,1,1);
context.fillRect(1,0,1,1);
}
function update() {
const s = Number(scale.value);
const t = Number(translate.value);
context.clearRect(0,0,100,100);
context.save();
context.translate(t,t);
context.scale(s,s);
draw();
context.restore();
}
update();
Question: How do I draw tiles on canvas in a scaled context on canvas without blurry gaps?
A few things to note: If I don't change the background to black, things look ok: https://jsfiddle.net/jm1y9c0L/2/
I think if I draw all tiles on a buffer and draw the buffer on the canvas scaled, it would work. But that has many issues, one being it potentially uses a lot of memory if I'm scaling a very large buffer smaller.
Edit: To explain my goal better, I want to draw two rectangles next to each other with its boundaries being a fraction. So if I draw two rectangles, one in green and one in red with a black background. I want to see the boundary being half green, half red, but not black at all.
It is because you are using floats and not integers, canvas cant draw 0.78598548284369 of a pixel, I would recommend putting Math.floor() around your scale in the scale() function:
context.scale(Math.floor(s),Math.floor(s));
Hope this helps :D
You can't do subpixel rendering in a browser (at least you can't expect consistent results). In your case, the end of one rectangle isn't necesarily the start of the other, since there may or may not be a pixel-wide gap which comes from rounding.
You might even notice some weird behaviour, such as getting different results in different screen positions, different browsers, when resizing, etc.
The solution is to calculate the value of each pixel yourself, not let the browser do it for you.