> I am not sure if I understand you correctly, but since I did wrote a canvas game from scratch, I can tell you that you cannot count on the canvas to optimize anything (and likely not what you want in this case)
Bad wording on my part. I noticed somewhat of a performance difference when drawing an image at coordinates that are outside of the canvas boundaries and was wondering if the scale of this is significant.
Do you have the source of your game published anywhere?
"I noticed somewhat of a performance difference when drawing an image at coordinates that are outside of the canvas boundaries and was wondering if the scale of this is significant."
You mean you have a canvas of 1000 px size and make a drawImage at x> 1000?
Well in that case the image does not get drawn at all, so most browsers should indeed be more performant by ignoring this call. But there might still be a overhead of loading the image, so I would check the boundaries and not make that call, if it is not necessary.
(The canvas itself is just a large array of numbers after all. And if you do not manipulate that array when your new values are outside of that boundary, nothing happens. And a image is usually just a pointer to another large array/blob, so if the browser is smart, it does not load that array, when it finds out it does not have to)
"Do you have the source of your game published anywhere?"
Unfortunately not yet, but soon I will release. I hope.
Bad wording on my part. I noticed somewhat of a performance difference when drawing an image at coordinates that are outside of the canvas boundaries and was wondering if the scale of this is significant.
Do you have the source of your game published anywhere?