- From: Luke via GitHub <sysbot+gh@w3.org>
- Date: Fri, 09 Dec 2016 00:23:36 +0000
- To: public-svg-issues@w3.org
@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. -- GitHub Notification of comment by Bablakeluke Please view or discuss this issue at https://github.com/w3c/svgwg/issues/257#issuecomment-265896933 using your GitHub account
Received on Friday, 9 December 2016 00:23:43 UTC