Simon Oberhammer <[email protected]> wrote: *"Regarding performance: I often see tests where clearly the canvas is being software-rendered which is terrible and can account for a 10x performance loss."*
I think that performance loss is terrible for a good cross-device and cross-browser support. Simon Oberhammer <[email protected]> wrote: *"Bakaus is wrong about one thing - if I understand his issue currectly: loading images. You only need to create an Image once with `new Image()`, you can re-use that Image by just copying it onto another canvas."* That's right!! Only one Image object is needed because it can be reused. Juriy Zaytsev <[email protected]> wrote: *"With the rise of hardware accelerated rendering, I would think canvas performance will only get better in a near future."* That is the reason I think the best option is to develop with DOM, based on a future transfer to canvas. Juriy Zaytsev <[email protected]> wrote: *"I noticed that latest browsers have no problem rendering hundreds of simple shapes (or complex shapes, consisting of thousands of bezier curves) at a decent speed"* Amazing demo!!! But I noticed that using Chrome 8 (with GPU Accelerated Canvas 2D disabled), FPS decreases abruptly when I add paths :( Nick Morgan <[email protected]> wrote: *"Additionally, with browsers that support canvas (and that is a big caveat) you're going to be dealing with far fewer cross-browser issues than you would be if you were working with the DOM."* The biggest problem is cross support and cross performance that canvas brings. I prefer DOM development, because well done it can run in the same way in all existing browsers. Thanks for answers!!!!!!!!!!! *Leandro Linares* -- To view archived discussions from the original JSMentors Mailman list: http://www.mail-archive.com/[email protected]/ To search via a non-Google archive, visit here: http://www.mail-archive.com/[email protected]/ To unsubscribe from this group, send email to [email protected]
