[whatwg] Canvas v5 API additions
glenn at zewt.org
Tue Apr 10 20:17:45 PDT 2012
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.
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