I'm having trouble figuring out how to make the following layout work. I'm not restricted to pure CSS - I know JS will be involved to make it cross-browser - but a CSS solution would be awesome. Here's what I am trying to achieve:
I've tried the following code, skewing the container and then skewing the image in the opposite direction, but it just gives me a square image. Chrome inspector shows me that the container is being skewed properly, but skewing the image back makes it square again. Adding an overflow:hidden to the container kind of works but the edges of the angle become jagged. Here's what I have tried:
http://codepen.io/anon/pen/ubrFz
Please help! :)
Syntax. The skew() function is specified with either one or two values, which represent the amount of skewing to be applied in each direction. If you only specify one value it is used for the x-axis and there will be no skewing on the y-axis.
CSS Code: Step 1: First, provide background to both sections and set width to 100% and height can be set according to need. Step 2: Now, use before selector on bottom section and decrease its width to 50% as we want our border to be skewed from the center. Height can be set as per the requirement.
Skew an element means to pick a point and push or pull it in different directions. Syntax: skew( ax ) or skew( ax, ay )
Need to tweak the positioning and the size of the container so you can crop it, and apply the backface-visibility
rule:
.skew {
-webkit-backface-visibility : hidden; /* the magic ingredient */
-webkit-transform : skew(16deg, 0);
overflow : hidden;
width : 300px;
height : 260px;
position : relative;
left : 50px;
border : 1px solid #666
}
.skew img {
-webkit-transform : skew(-16deg, 0);
position : relative;
left : -40px;
}
http://codepen.io/anon/pen/HLtlG <- before (aliased)
http://codepen.io/anon/pen/wnlpt <- after (anti-aliased)
In lieu of a CSS solution, you could also achieve the effect by using a canvas and some JS; and compositing a series of cropped images onto that canvas. The benefit of the canvas method being that you'll potentially get smoother edges on the crops, and it is potentially a bit better supported.
A canvas element in HTML;
<canvas id="mycanvas"></canvas>
And JS;
var img1 = new Image();
var img2 = new Image();
var img3 = new Image();
img1.src = '../my/image1.jpg';
img2.src = '../my/image2.jpg';
img3.src = '../my/image3.jpg';
var can = document.getElementById("mycanvas");
var ctx = can.getContext('2d');
var imgs = [img1, img2, img3]; //array of JS image objects that you've set up earlier
can.width = 1000;
can.height = 100;
for (var i=0; i < imgs.length; i++) {
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(800 - (200 * i), 0);
ctx.lineTo(900 - (200 * i), 100);
ctx.lineTo(0, 100);
ctx.closePath();
ctx.clip();
ctx.drawImage(imgs[i], 0, 0);
}
The code is just off the top of my head - I haven't tested it. But basically - lets say you have a canvas that is a maximum of 1000px wide and 100px high. What happens above is, you set up a clipping area with a diagonal line across the canvas from point (800,0) to (900,100) and then draw the image into that clipping area... Then set up a new clipping path 200 pixels shorter for each image (note the '200 * i' bit). Obviously the math needs to be adjusted for an arbitrary number of images and so on... But the idea is there.
A bit trickier than pure CSS maybe - but as I said - possibly a bit better supported cross-browser (IE's notwithstanding...).
EDIT
Did a quick test - looks like you need to set the canvas dimensions - and also obviously wait for all images to load properly before you can composite them on the canvas.
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