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The major problem with the <canvas> vs WebGL is excessive amounts of draw calls. You can't create ship a display list/vertex buffer, and so there's a ton of JS
by cromwellian 14y ago
The major problem with the <canvas> vs WebGL is excessive amounts of draw calls. You can't create ship a display list/vertex buffer, and so there's a ton of JS->Native Browser binding calls. They've recently changed this with CanvasRenderingContext2D version 2(adding Path objects). None-the-less, right now, it's much faster to use WebGL and layer over a 2d canvas for text or curves.