On Tue, Apr 10, 2012 at 9:41 PM, Jonas Sicking <[email protected]> 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. -- Glenn Maynard
