W3C home > Mailing lists > Public > whatwg@whatwg.org > September 2012

[whatwg] Hardware accelerated Canvas

From: Saurabh Jain <saurabh@skjworld.com>
Date: Tue, 4 Sep 2012 11:28:06 +0530
Message-ID: <CAMvof0=dLW=KiE9ECAtpUm4PJfSgLq5C8=uSecq0OLTUR1SNAQ@mail.gmail.com>
To: whatwg@lists.whatwg.org

Hardware accelerated Canvas is a necessity. If it is not done than HTML5
will never be able to compete with native platforms. Most applications need
2D rendering for UI but application developers these days demand at par
performance with native counterparts. WebGL is not a good option for 2D
only stuff since its relatively complicated and still not fully supported
on all platforms. Even open source libraries like Three.js are not fully

So Canvas remains the only viable option for application developers for
most UI related stuff. Yes many web developers do not know about rendering
loops but with requestAnimationFrame this will change. This change has to
happen as users are demanding more complex and beautiful UI everyday thanks
to their use of iOS and other mobile apps.

Saurabh Jain
Director, SKJ Technologies Private Ltd <http://www.skjapp.com/>
Founder, OpenClass <http://www.skjapp.com/openclass> (Community of web and
mobile app developers)
Author : Mobile Phone Programming using Java ME (J2ME)
Twitter : http://twitter.com/skjsaurabh
Received on Tuesday, 4 September 2012 05:58:34 UTC

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