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*

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