- From: Andrew Fedoniouk <news@terrainformatica.com>
- Date: Tue, 31 Jul 2007 17:44:06 -0700
----- Original Message ----- From: "WeBMartians" <webmartians@verizon.net> To: <whatwg at whatwg.org> Sent: Tuesday, July 31, 2007 4:34 PM Subject: [whatwg] Why Canvas? > With <canvas> a relatively stable (and implemented, actually) tag, this > may be a doubtful question. However, I can't think of any answer, so here > goes... > > Why <canvas>? > > Why not allow the graphics primitives to operate on any element (not just > <canvas>) that has a height and width that may be expressed in picture > elements... ...even window.screen with its .availHeight, .availWidth, > .height, and .width (yeah, I know, the Screen object is actually a > JavaScript object, not an HTML DOM object)? > I think this discussion http://lists.w3.org/Archives/Public/public-html/2007Apr/0355.html is related to the subject. Image (object) has pixel buffer so it is pretty logical to add Graphics interface to it. The only feature left is style.setBackgroundImage() method: var el = document.getElement....; el.style.setBackgroundImage( el ); In this case it would be possible to render graphics on any element. And if we will add 'foreground-image' CSS attribute & friends (similar to backround-*** attributes) then you would have an option to choose where to draw it - on background or on foreground layer (on top of the content) Andrew Fedoniouk. http://terrainformatica.com
Received on Tuesday, 31 July 2007 17:44:06 UTC