- From: Rik Cabanier <cabanier@gmail.com>
- Date: Wed, 13 Mar 2013 19:36:51 -0700
- To: Gregg Tavares <gman@google.com>
- Cc: WHAT Working Group <whatwg@whatwg.org>, Stephen White <senorblanco@chromium.org>, Ian Hickson <ian@hixie.ch>, Robert O'Callahan <robert@ocallahan.org>
On Wed, Mar 13, 2013 at 11:48 AM, Gregg Tavares <gman@google.com> wrote: > Sorry for only mentioning this so late but is there any chance to steer > this to be more inline with WebGL? > > WebGL already has the option to have an opaque canvas using context > creation parameters. In WebGL it's > > gl = canvas.getContext("webgl", {alpha: false}); > > If we go forward with an "opaque" attribute now you have 2 conflicting > settings. > > canvas.opaque = true; > gl = canvas.getContext("webgl", {alpha: true}); > > Who wins that conflict? Yea, I know we could come up with rules. (&& the 2 > settings, etc...) > > But, there are other context creation attributes we'd like to see on a 2d > canvas. One that comes to mind is 'preserveDrawingBuffer'. > preserveDrawingBuffer: false in WebGL means that the canvas is double > buffered. This is a performance win since most browsers using GPU > compositing need to copy the contents of the canvas when compositing. > Setting preseverDrawingBuffer: false (which is the default in WebGL) means > the browser can double buffer and avoid the copy. We'd like to see that > same attribute for 2D canvas/contexts to get the same perf benefit for > canvas games, etc. > > So, given we want more creation attributes and given WebGL already has a > way to declare opaqueness why not follow the existing method and add > context creation parameters to 2d canvas to solve this issue rather than > make a new and conflicting 'opaque' attribute? > It seems that we should follow the path that WebGL followed so it's not confusing for authors.
Received on Thursday, 14 March 2013 02:37:15 UTC