title: Is there a technical reason why canvas's drawImage() doesn't do sub-pixel rendering / antialiasing?
body: <p><em>Ttl;dr:</em>
  <strong>I need to move an image VERY slowly in <code>canvas</code> without obvious pixel by pixel movement. I need some sort of anti-aliasing.</strong></p>
  
  <hr>
  
  <p>Recently I was tasked with animating some "cloud" drawings horizontally in a webpage.</p>
  
  <p>Easily enough I just threw the image into the DOM and used CSS3 transforms with a fallback to jQuery animation for browsers that don't support CSS transforms yet.</p>
  
  <p>Everything looked pretty good. I had some clouds moving smoothly moving across the page.</p>
  
  <p>Then I kept getting requests from the designer to slow the movement down...way down.</p>
  
  <p>Because browsers don't do sub-pixel rendering for DOM objects the animation appears to run at 6 FPS.</p>
  
  <p>So, I slap the image into canvas for some quick tests and find out that it doesn't do sub-pixel rendering automatically, either.</p>
  
  <p><a href="http://jsfiddle.net/ewssM/" rel="nofollow">My quick canvas animation demo</a> <em>(it doesn't accurately time the movements, deal with it. :-p )</em></p>