When I think over it... Their will be need or demand of more feature, like 
light(toLight()), camera(toView()<---- for this one, my than one canvas 
property and method would need to be combine... Same for the source, matrix; 
rotate, scale, skew, rgba, or globalaphle, etc.) there is no need to creature 
new feature from scratch; mixing the feature of the canvas 2D context in 3D 
centext, will both show case the 2D ability, and simplified understanding as 
when convert from 2D/3D context to WebGL.  
Sorry for the grammer mistake, I would be happy to write a draft of this, if 
anyone interested in it.

programming. Sorry for the grammar mistakes. 

> On Jun 9, 2014, at 12:07 PM, "L2L 2L" <emanuelal...@hotmail.com> wrote:
> 
> Is it not possible to transfer all canvas' 2D feature into WebGL appearance 
> to make a 3D context? Everything the same except that when setting the 
> getCentext, you pass 3D instead of 2D. This will make for a more friendly yet 
> familiar tool to use. Utilizing WebGL with set features as 2D getContext. I 
> believe this proposal is worth looking at and giving thought to; all one 
> would have to do is define the API of 2D context in WebGL to have a easy 3D 
> context, ensnare if I it's limited, or won't showcase the full capability 
> that is WebGL, it'll allow those to take a step toward WebGL by introducing 
> it in a familiar API. 
> 
> var ctx = canvas.getContext("2D");
> Var ctx = canvas.getContext("3D");
> 
> By predefining all the feature of 2D context into WebGL to render them in 3D 
> context. By doing so, giving a friendly to use, familiar API to work with, 
> instead of learning a library.(some of us believe in non library 
> programming). Please take interest, or at least thought of mind of this 
> ideal... Seeing that the canvas feature are few, I can't see how hard this 
> would be for an evangelist to complete in an hour or so.
> 

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