I'm trying to make a pixel editor with 2 canvas. The first canvas displays a second canvas which contains the pixels. The first canvas uses drawImage to position and scale the second canvas.
When the second canvas is scaled smaller than it's original size, it starts to glitch.
Here is the canvas displayed at it's original size. When I zoom in, the second canvas get bigger and everything works perfectly.
However when I zoom out, the grid and the background (transparency) act very strangely.
To draw the second canvas on the first canvas, I use the function
ctx.drawImage(drawCanvas, offset.x, offset.y, width * pixelSize, height * pixelSize);
I have read that scaling in multiple iterations might give a better quality with images but I am not sure about a canvas.
I could fully redraw the second canvas in a lower resolution when the user zooms out, but it is a bit heavy on the cpu.
Is there any better solution that I don't know of?