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Re: [Public WebGL] using the same context with multiple canvases

On Nov 11, 2012 10:47 PM, "Ian Hickson" <ian@hixie.ch> wrote:
> When would you want one canvas done one way and another a different way,
> for the same rendering context?
There's several reasonable explanations for having differing properties per-canvas. Consider Gregg's example of a Maya like tool: it would be sensible to request an antialiased canvas for the main editing view, but for performance reasons request a non-antialiased canvas for a texture preview widget.