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But the fact WebGL doesn't have to do everything a standards-compliant Canvas has to is the whole point! That's exactly why it's a faster way to draw, and the
by AshleysBrain 14y ago
But the fact WebGL doesn't have to do everything a standards-compliant Canvas has to is the whole point! That's exactly why it's a faster way to draw, and the results are quantifying that. IE doesn't support a new API to draw faster; we highlight this with the performance measurements. I still think this is a totally fair thing to do. Even just how much faster is an interesting point: Chrome measures 25x faster in one test, and that's Javascript going up against the native code in IE's engine that presumably issues Direct3D calls to draw the canvas. You could easily assume Javascript would have been slower. I think overall it's both an interesting and valid point to make.
For the record - the different rendering with WebGL was a separate point about supporting shaders, the performance measurements were all based around identical-rendering tests.