- From: Tab Atkins Jr. <jackalmage@gmail.com>
- Date: Sun, 17 Jul 2011 10:14:04 -0700
- To: Henri Sivonen <hsivonen@iki.fi>
- Cc: robert@ocallahan.org, Jonas Sicking <jonas@sicking.cc>, Steve Faulkner <faulkner.steve@gmail.com>, HTMLWG WG <public-html@w3.org>, Frank Olivier <Frank.Olivier@microsoft.com>, Richard Schwerdtfeger <schwer@us.ibm.com>, Cynthia Shelly <cyns@microsoft.com>, David Singer <singer@apple.com>, "Edward O'Connor" <hober0@gmail.com>, Canvas <public-canvas-api@w3.org>
On Sun, Jul 17, 2011 at 6:12 AM, Henri Sivonen <hsivonen@iki.fi> wrote: > On Sat, 2011-07-16 at 23:29 +1200, Robert O'Callahan wrote: >> First of all, animating the fishes is a pain in SVG. You either use an >> SVG element with an animated image, or an SVG element whose image href >> you change constantly. The former approach is hard because you want to >> be able to control the animation frame at which each fish starts, and >> there's no existing API for that. The latter approach would be hard to >> make fast since conceptually you'd be doing a full image load per fish >> per frame. In theory we could make it pretty fast, but you'll >> undoubtedly have more overhead than you do in canvas where you just >> pick the frame you want (by choosing the right source rectangle of the >> tiled image) and draw it. > > I was thinking about a JS program controlling the repainting of Bézier > curves based on its opaque-to-browser script internals vs. the browser > repainting Bézier curves from a DOM-based scene graph onto a > smartly-preserved in-GPU compositing surface. > > Maybe that case is the wrong case to consider and the cases where > developers choose <canvas> over SVG on performance grounds involve > sprite blitting instead. It didn't occur to me that sprite animation in > SVG isn't actually properly "retained". Now that I think about it, it's > rather tragic that SVG as the "retained" solution of the Web platform > isn't, on the level of what concepts it provides, facilitating > "retained" sprite animation where the sprite animation frames are > preloaded into the rendering pipeline and kept there. Shouldn't you be able to preload the sprites into <pattern>s and just swap the fill? ~TJ
Received on Sunday, 17 July 2011 17:14:51 UTC