- From: Porter, David A <david.a.porter@boeing.com>
- Date: Fri, 29 Aug 2008 16:45:51 -0700
- To: <public-svg-ig@w3.org>
This item of interest popped into my inbox, I wonder if our SVG-IG would have any traction looking deeper into it. Is it a threat or complement to one's SVG work? Is there a W3C recommendation about future pathways for the various 2D standards? > David.A.Porter@Boeing.com > Distributed Server Integration, GG-GG-5581, homepage > http://grp-cno-dst-svr.web.boeing.com/ > Boeing Information Technology, Bellevue Washington USA > * phone 253-223-4732, other contact options at > http://card.web.boeing.com/WebCard.cfm?id=113185 Server Inventory links: http://distributedserver.web.boeing.com/serverinventory/ServerInventoryL inks.htm A 3D Exploration of the HTML Canvas Element Greg Travis, DevX.com The HTML Canvas, an element of the upcoming HTML 5 specification, allows you to efficiently draw arbitrary graphics at the primitive or individual pixel level. This article shows how to implement a 3D rendering using the HTML Canvas. Vector graphics abound on the web, and they come in a variety of formats, including Flash and SVG. HTML Canvas, one of the newer incarnations, occupies a different niche from other vector graphics systems. While SVG is a declarative graphics file format that can be rendered by any kind of program and Flash is built around a complete multimedia system (including browser plug-in libraries, the ActionScript scripting language, and content-creation tools), HTML Canvas is HTML. In fact, HTML Canvas is part of the upcoming HTML 5 specification. As such, the HTML Canvas is integrated into the DOM tree, which means it can be accessed from JavaScript. Thus, the HTML Canvas allows you to do many of the things that Flash and SVG renderers can do... The HTML Canvas bridges the gap between HTML markup and individual pixels. It allows you to efficiently draw arbitrary graphics at the level of individual drawing primitives or even at the level of individual pixels. And it lets you do it right from JavaScript. This article describes the implementation of a simple 3D game using the HTML Canvas (HC). HC currently is designed for 2D graphics, but in the end, 3D graphics are rendered as 2D graphics, so HC is fine for 3D as well. And, because HC is implemented natively, you can get a pretty decent frame rate... Over the years, web designers and programmers have put a great deal of work into tricking HTML elements and CSS style declarations into doing unusual things -- all in the name of pixel-accurate layout. It's always been hard to attain pixel-level accuracy, because HTML was meant to protect you from layout details. As you have learned from the examples in this article, the HTML Canvas enables you to bridge the gap between HTML markup and individual pixels..." Summary, from the HTML 5 draft: "The canvas element is used in contexts where embedded content is expected. It represents a resolution-dependent bitmap canvas, which can be used for rendering graphs, game graphics, or other visual images on the fly. Authors should not use the canvas element in a document when a more suitable element is available. For example, it is inappropriate to use a canvas element to render a page heading: if the desired presentation of the heading is graphically intense, it should be marked up using appropriate elements (typically H1) and then styled using CSS and supporting technologies such as XBL..." http://www.devx.com/webdev/Article/38983 See also 'The canvas element' in the HTML 5 draft: http://www.w3.org/html/wg/html5/#the-canvas
Received on Saturday, 30 August 2008 17:56:04 UTC