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xigma | 7 years ago
Did you know that drawing paths requires a ton of pretty expensive Javascript calls or alternatively passing "a series of text strings"? Maybe the string way is actually faster, I haven't tested it because it isn't supported everywhere.
Were you aware that vector rendering is not usually done on GPUs, mainly because of the high overhead of state changes when using a graphics API, especially one like WebGL?
I guess you could do all your rendering in software in Javascript (which for these purposes is nowhere close to what you can get with C/C++) to a byte buffer and then do the final transfer to Canvas. Even in that case, you might be surprised how much overhead that final transfer has...
jancsika|7 years ago
But it's actually worse than that, isn't it? It's not only that I can't render a complex SVG path on the GPU, but I can't even apply a GPU accelerated transform on existing child nodes of an SVG.
Why is it that <div> can get a GPU-accelerated transform but <g> can't?
microcolonel|7 years ago
Something that could either be called laziness or difficulty, depending on your perspective.
the8472|7 years ago