Interactions with HTMLCanvasElement
marcoscaceres opened this issue · 3 comments
What would be useful is allowing canvas.drawImage()
to take a <model>
. .drawImage()
accepts <video>
, <img>
already (plus a bunch of other related things). One could then create neat little renders to composite onto a canvas.
Is that really needed?
Authors can already use frameworks to do the same. With a framework they'll also have more control.
In addition, if we allow rendering to a canvas, we need to have consistent rendering across UAs
Authors can already use frameworks to do the same. With a framework they'll also have more control.
Sure, but the point is not to require a framework.
In addition, if we allow rendering to a canvas, we need to have consistent rendering across UAs
Depends on the definition of "consistent": it's not hard requirement, as it isn't a requirement with CSS, WebGL, or with <model>
, as otherwise <model>
wouldn't be viable either.
Authors can already use frameworks to do the same. With a framework they'll also have more control.
Sure, but the point is not to require a framework.
At least for us, the point is that a model will render in actual 3D. :-)
In addition, if we allow rendering to a canvas, we need to have consistent rendering across UAs
Depends on the definition of "consistent": it's not hard requirement, as it isn't a requirement with CSS, WebGL, or with
<model>
, as otherwise<model>
wouldn't be viable either.
Don't 2D Canvas and WebGL have conformance tests on rendered pixels? I suspect we will have to develop a similar test suite if we allow a model as a canvas image source.