| ▲ | Lalabadie 10 hours ago |
| I don't have exact numbers, but the difference between drawing to a 2d canvas and a Webgl canvas is also significant. Different use cases, obviously, but if a project needs very fast 2D drawing, it can be worth the additional work to make it happen in a Webgl context. |
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| ▲ | dceddia 5 hours ago | parent [-] |
| I concur, also with no benchmarks to share, but I had the experience of rewriting a video editor timeline to use WebGL instead of the 2D canvas I started with and it got much faster. Like being able to draw 10k+ rectangles at 60fps became easy, where with 2D canvas it was stumbling. |
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| ▲ | publicdebates 4 hours ago | parent [-] | | I don't know any project which uses the 2D canvas. It's horribly inefficient except for the most trivial use-cases (basically demos). Any serious web graphics uses WebGL and shaders. | | |
| ▲ | io_eric 3 hours ago | parent [-] | | Hard disagree. Canvas 2D is fully GPU-accelerated in modern browsers and can easily handle thousands of draw calls at 60fps,more than enough for most practical applications. For data visualization, interactive tools, drawing apps, and UI rendering, it's a robust and performant choice. WebGL is often overkill unless you're dealing with extreme datasets or 3D scenes. With its simpler API and faster startup, Canvas 2D is perfectly suited for the vast majority of 2D use cases. Labeling it as 'horribly inefficient' is simply wrong ._. |
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