It would be nice to have a real Javascript decoder for tiffs, instead of the LLVM port. But it also doesn't support JPEG compressed Tiffs since Seikichi didn't link libjpeg when he compiled libtiff :) Plans Mainly it's the memory issue discussed above. I'm using Seikichi's port of libtiff, seikichi/tiff.js, and the extension has the same limitations as his port.
If you run into problems with it you can change the amount in the options page. In my tests this was enough to decode a 1200x1600 pixel image and should be enough for most uses. It seems to be loading the entire image into memory before manipulating it. This is pretty high and that is because the port doesn't really use memory efficiently.
Currently it's set to 32MB, 33554432 bytes. The libtiff port has a limited amount of memory available for decoding the image. If you find an image it cant decode or if it decodes it incorrectly etc open an issue, include the URL to the image and I'll have a look. The extension has a few limitations that might be worth knowing about. But it's small enough that you won't notice it unless you look for it.
FIRESHOT CHROME EXTENSION ISSUES DOWNLOAD
There is a small delay though, due to the fact that we have to download and decode the image separately. The effect is that the TIFF images appear on page as if the browser had native support for TIFF images. Get data:image URI from canvas and redirect to it.Render received image data into a canvas.Load image data from requested URL using XHR.The canvas has a method for getting its content as a data:image URL and that is used to get a redirect URL for the original browser request. The handling consists of using a Javascript, LLVM/Emscripten, port of libtiff to render the TIFF image onto an in memory canvas. tiff (or variants) and handling that request instead. The extension works by intercepting any attempt by the browser to load a URL that ends in. A Chrome/Firefox extension that enables TIFF images inline in your browser, as if they were supported for real! Download