> Can you post your code? If you use drawImage funcion, below is this
> function's arguments
//Put Images To Canvas
//P.S imgs - is global array of img - objects
function tocanvas()
{
var canv = document.getElementById('canv');
canv.width=256*5;
canv.style.width=256*5+'px';
canv.height=256*5;
canv.style.height=256*5+'px';
ctx = canv.getContext("2d");
for (var e = 1; e<=5;e++)
{
for (var i = 1; i<=5;i++)
{
ctx.drawImage(imgs[e][i],(i-1)*256,(e-1)*256);
}
}
}
//AnimStep, something like this:
function anim_canv()
{
var canv = document.getElementById('canv');
//New Size
canv.style.width=300+'px';
canv.style.height=300+'px';
/* or JQuery
$(canv).animate({'width':'300px', 'height':'300px'},200);
*/
}
Now I'm using just DIV.... And change each image position and size...
So it's slower than I Change just only one canvas...