How to stretch the image on the canvas *without* the smoothing (in webkit)


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It is necessary to enlarge the image to 2, 3, 4 etc. times, and that there is pixelation.

What I tried:
1) using css to increase the size of the canvas. +) fast) smoothing
2) mozImageSmoothingEnabled=false; drawImage(...). +) fast, without smoothing) gecko only
3) getImageData/putImageData and increase hands. +) without smoothing) is obviously slower than the native methods.

Use method # 3, in my case (time-loop industrial cycles, update by region) works instantly.
But!

Lately a lot of talk about the death of flash and about the unconditional victory of html5. So, in flash you can turn off antialiasing, as well as the great and powerful html5? Surely in this giant-killing flash on the spot, it is impossible to make such a primitive (ie so cross-browser)?

p.s. in some places I forgot to put sarcasm tags.
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2 Answers

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In Gecko still https://developer.mozilla.org/en/CSS/image-rendering available. They write that in webkit'e this lot, but maybe you already have. You need to check. + svg these things may have.
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In webkite appeared webkitImageSmoothingEnabled.
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