HTML5 Stuff
Out of context: Reply #25
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- SteveJobs0
i'm still a bit skeptical about how adobe's going to provide an export to html5. there still a lot of stuff that as3/flash can do that i'm unable to do in canvas.
text is a good example here. the only measurable metric data here is width. there doesn't seem to be any way to create wrappable text (that i've found so far), much less any way to set the spacing between characters, etc. (like flash or css would provide).
also, things like getImageData or createImageData are not fully implemented for all browsers (i've only tested ff3 and ie7), so off-screen buffering techniques will have to wait.
these are just a couple examples of what i've come accross while trying to extend canvas into a bigger library of drawing utils.
not knocking html5, just anxious to be able to see a more mature version AND be able to use it accross browsers.
also, it's pretty slow. trying to draw a couple hundred rectangles in a intervaled callback drags - especially in ie, which i'm guessing is due to the extra excanvas wrapper. i've had to kill ie's process a couple times just testing stuff.
it's a great alternative to what i was doing 8 years ago in dhtml/css, but i'd like to see the standard extended a bit more. i still maintain that it's a perfect alternative to flash for video and ads, but beyond that i think they are best considered complimentary technologies rather than competative - and i only say that because i know there are many on here and the rest of the net that try to look at the two as an either/or.
- why are you not putting text in a div? canvas is for drawing type as graphics, not as textkpl
- the same reason you'd have text in flash. canvas has text capabilities, so it's clearly there to be used for something.SteveJobs
- maybe you want a paragraph of text over graphics or something. plenty of situations where this might be useful.SteveJobs