- From: Glenn Maynard <glenn@zewt.org>
- Date: Tue, 10 Apr 2012 22:17:45 -0500
On Tue, Apr 10, 2012 at 9:41 PM, Jonas Sicking <jonas at sicking.cc> wrote: > 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. Bear in mind that the use cases down this line are endless; the end-game is WebGL, with programmable blending. (Fixed, preprogrammed blending, like shifting the color of blits, is simply WebGL minus a decade or so of technology--that is, OpenGL 1.x.) Since that's probably not where 2d canvas means to go, the line needs to be drawn somewhere. I don't know where that line should be, of course, but there will always be a point where people will need to make the jump from 2d canvas to WebGL. -- Glenn Maynard
Received on Tuesday, 10 April 2012 20:17:45 UTC