Yeah, the image/canvas world is indeed in limbo. :-(

You're right in that HTML5 isn't final, but overall I think it's
pretty stable, especially with respect to canvas. For a year or more
now, there are three existing canvas implementations in stable,
shipped browsers: namely Safari, Firefox and Opera. There's enough
deployment that makes breaking backward compatability highly unlikely.

It might seem like re-inventing the wheel to implement a Gears canvas,
given these other implementations, but the motivation for the Gears
canvas was to fill in the gaping hole (i.e. Internet Explorer) in the
list of canvas-enabled browsers, and to also provide Gears-isms like
canvas import from / export to blob, so you can do things like canvas
renderings in a worker thread.

Given that, I think that canvas is still the better API, even though
you're probably right in that the imaging API is probably easier and
simpler.

As for a list of action items (i.e. features) to implement, I think
it's simply "whatever bits of the HTML5 canvas spec are missing".
There are plenty of "Unimplemented"s in
canvas_rendering_context_2d.cc. A nice test suite under gears/test/
manual/canvas would also help. The text-related and shadow-related API
are probably more a nice-to-have than a must-have-for-launch, and I'd
drop the API additions in canvas_rendering_context_2d.cc (e.g.
convolutionTransform, medianFilter, adjustHue, etc.) since they're
unproven, and not necessary for an initial launch.

As for what is required to get this released, I think if a good-
enough, self-consistent feature set is implemented (and thoroughly
tested) then I would argue for release. The main problem at the moment
is simply that nobody is working on completing the feature set.

If you are willing to write the code, then I will be willing to do the
code reviews, and to land your patches. 
http://code.google.com/p/gears/wiki/ContributingToGears

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