I need to clear a rotated rectangle and draw it again on a canvas, either at the same place or elsewhere. The problem is, the cleared part doesn't match the rectangle's bounds, leaving dirty bits behind.
var cvs = document.getElementById('testcanvas');
var ctx = cvs.getContext('2d');
var rectColor = 'green';
var x = 300;
var y = 10;
var width = 200;
var height = 150;
var rotation = 0;
setInterval(animate, 100);
function animate(){
clearRect();
update();
drawRect();
}
function clearRect(){
ctx.save();
ctx.rotate(rotation);
ctx.clearRect(x, y, width, height);
ctx.restore();
}
function update(){
rotation += 0.1;
x++;
}
function drawRect(){
ctx.save();
ctx.fillStyle = rectColor;
ctx.rotate(rotation);
ctx.fillRect(x, y, width, height);
ctx.restore();
}
http://jsfiddle.net/MFz2z/15/
Another issue, clearRect() behaves differently on Firefox when the canvas is rotated, by clearing the whole unrotated space used by the rotated rectangle.
http://jsfiddle.net/MFz2z/17/
Is there any workaround to this, other than clearing the whole canvas and drawing everything again ? I use Chrome 22 and Firefox 15.0.1.
It could be due to the anti-aliasing of the pixels that create the extra tidbits.
You could use this http://jsfiddle.net/MFz2z/28/ and basically clear 1 more pixel from each side.
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