![]() ![]() This became WebGL, which gained traction among browser vendors, and was standardized around 2009–2010. The below example shows a simple 2D canvas-based bouncing balls animation that we originally met in our Introducing JavaScript objects module:Īround 2006–2007, Mozilla started work on an experimental 3D canvas implementation. As you'll see below, canvas provides many useful tools for creating 2D animations, games, data visualizations, and other types of app, especially when combined with some of the other APIs the web platform provides. The situation started to improve when browsers began to support the element and associated Canvas API - Apple invented it in around 2004, and other browsers followed by implementing it in the years that followed. ![]() The Web still had no way to effectively create animations, games, 3D scenes, and other requirements commonly handled by lower level languages such as C++ or Java. While you could use CSS and JavaScript to animate (and otherwise manipulate) SVG vector images - as they are represented by markup - there was still no way to do the same for bitmap images, and the tools available were rather limited. ![]() As we talked about in our HTML Multimedia and embedding module, the Web was originally just text, which was very boring, so images were introduced - first via the element and later via CSS properties such as background-image, and SVG. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |