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

Re: [whatwg] Hardware accelerated canvas

From: Szymon Piłkowski <szymon.pilkowski@gmail.com>
Date: Tue, 4 Sep 2012 19:24:17 +0200
Message-ID: <CALQMSNq-Xs_j-73KJHNv=ZQDHW=AbKsSzZjf4F2GRKZkx0AfFw@mail.gmail.com>
To: Boris Zbarsky <bzbarsky@mit.edu>
Cc: whatwg@lists.whatwg.org, David Geary <david.mark.geary@gmail.com>
On 4 September 2012 19:15, Boris Zbarsky <bzbarsky@mit.edu> wrote:

> On 9/4/12 1:02 PM, David Geary wrote:
>
>> Sure, but those use cases will be in the minority
>>
>
> What makes you say that?
>
> Outside of games, I think they're a majority of the canvas-using things
> I've seen.


I'd like to point out that existing games and game engines are very often
relying on 'off-screen' canvases, using them as buffers to reduce amount of
draw calls and calculations (tilemaps, pre-processed sprites etc)

-- 
Szymon Piłkowski :-: http://twitter.com/ard
Received on Tuesday, 4 September 2012 17:24:44 UTC

This archive was generated by hypermail 2.4.0 : Wednesday, 22 January 2020 16:59:45 UTC