diff --git a/src/Canvas.js b/src/Canvas.js index de1604c5..dd0b922a 100644 --- a/src/Canvas.js +++ b/src/Canvas.js @@ -2,12 +2,7 @@ // calculate pixel ratio var canvas = Konva.Util.createCanvasElement(), context = canvas.getContext('2d'), - // if using a mobile device, calculate the pixel ratio. Otherwise, just use - // 1. For desktop browsers, if the user has zoom enabled, it affects the pixel ratio - // and causes artifacts on the canvas. As of 02/26/2014, there doesn't seem to be a way - // to reliably calculate the browser zoom for modern browsers, which is why we just set - // the pixel ratio to 1 for desktops - _pixelRatio = Konva.UA.mobile ? (function() { + _pixelRatio = (function() { var devicePixelRatio = window.devicePixelRatio || 1, backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio @@ -16,7 +11,7 @@ || context.backingStorePixelRatio || 1; return devicePixelRatio / backingStoreRatio; - })() : 1; + })(); /** * Canvas Renderer constructor