- From: Jonas Sicking <jonas@sicking.cc>
- Date: Tue, 10 Apr 2012 19:41:13 -0700
On Tue, Apr 10, 2012 at 6:29 PM, Charles Pritchard <chuck at jumis.com> wrote: > On 3/28/2012 2:41 PM, Ian Hickson wrote: >> >> I just added a bunch of things to the<canvas> ?2D API: > > About three or four years ago we talked about adding addition blend modes > and/or filters to the Canvas API. > Is there still room for discussion on that? > > There seems to be a consensus about some blend modes that'd be useful: > https://dvcs.w3.org/hg/FXTF/rawfile/tip/compositing/index.html > > They're useful for rendering PSDs, for drawing applications, and for high > quality generation of graphics that normally are pre-rendered using graphics > applications. I recently was shown an canvas based game which had been forced to use WebGL purely for the reason of needing blending modes. I believe the use-case in that example was when the game character was shot at, the background of the game should be rendered with a varying red tint. I unfortunately forget the specifics of why rendering a partially transparent red square over the background produced the wrong colors, but if needed I can try to find the specifics. In summary: I've also heard requests for more blending modes. / Jonas
Received on Tuesday, 10 April 2012 19:41:13 UTC