Re: [svgwg] Photoreal gradienting: Alternatives to mesh gradient

@sdwarwick I can't comment on point #1 but:

In short, different technologies serving different purposes :) WebGL 
is for raw graphics rendering; SVG is for an abstract representation 
of a (scalable) graphic.

#2: SVG isn't just for browsers - there's lots of implementations of 
SVG libraries that aren't inside a browser. Ultimately for a standard 
to be widely adopted, you want to minimize the dependencies; A JS 
engine and WebGL together represent a huge dependency, vs just an XML 
parser.

#3 There are a few of these libraries out there already; search e.g. 
"SVG Polyfill". JS implementations of SVG will always run slower than 
a native one though, but there's certainly nothing stopping you from 
using both.

#4-6 SVG does already have a JS API which can be used to build up an 
SVG that way.

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Received on Friday, 9 December 2016 00:23:43 UTC