Really, the canvas tag is almost 7 years old, and CSS3 isn’t even an official part of the HTML5 spec. It’s that buzzword thing. Trickery is all about working within the limitations of the browser. Trickery isn’t part of any draft either, so this entire presentation is technically mislabeled.\n
Really, the canvas tag is almost 7 years old, and CSS3 isn’t even an official part of the HTML5 spec. It’s that buzzword thing. Trickery is all about working within the limitations of the browser. Trickery isn’t part of any draft either, so this entire presentation is technically mislabeled.\n
Really, the canvas tag is almost 7 years old, and CSS3 isn’t even an official part of the HTML5 spec. It’s that buzzword thing. Trickery is all about working within the limitations of the browser. Trickery isn’t part of any draft either, so this entire presentation is technically mislabeled.\n
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Draw to a canvas with JavaScript, the browser only knows it’s a box filled with pixels.\n
You can get at individual pixels in a canvas, and do PhotoShop-like filters on them. Catch is, it’s all in JavaScript, which when you consider iterating through each pixel, adds up fast.\n
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Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
Obviously, not drawn at the same speed as your browser will go. But this gives you an idea what your JavaScript interpreter will feel like when you crank the redraws up to respectable animation speeds.\n
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Actually “very good” for layout, and getting better.\n
Good browsers use the GPU on your computer or device for CSS3 transitions, and even IE is headed in this direction.\n
Cheap as in, effort spent to learn, vs. something like webGL.\n
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Like boxes. And images. In boxes.\n
Pixels only stretch so far, even with anti-aliasing.\n
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Basically, mixing techniques and working to the strengths of each while reducing overhead.\n
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modernizr is just a starting point, which requires several other libs to do its work. But as starting points go, it’s a good one.\n