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We use a pretty nifty technique that isn't CSS for rendering icons on the blip.tv HTML5 player. Depending on the context, we use a <canvas> tag to display either the vectorized or rasterized version of the icon. For the player itself, not a single image request is required for the thing to draw. And we don't run into the nasty anti-aliasing stuff you see with small icons and <canvas>.

Can you explain this a little more?

Do you load the rasterized image using a base64 url, or do you store specific drawing instructions in JavaScript (lineTo, moveTo, etc)? For the vectorized icon, do you load SVG inside canvas, or just display SVG directly?

Also, how do you fall back for older browsers that do not support Canvas or SVG?

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