Friday, March 11, 2011 9:51:49 PM
3d, vega, opera, hardware acceleration
...
The first week of March was a busy one for me. I started with releasing a Windows-only public preview build of what I have been working on in Opera lately, WebGL and hardware acceleration. A few hours later I got on a plane to San Francisco to attend GDC and give a presentation about WebGL in Opera at the WebGL 1.0 specification announcement.
You can read more about the build in the core blog. For more information about WebGL the WebGL wiki is a good place to start.
Read more...
Tuesday, November 13, 2007 4:38:34 PM
3d, opera, canvas
Recently Opera published an experimental build on Opera Labs, with
support for the video element and video in SVG. This build also
includes an experimental addition to the canvas element, the 3d canvas.
In order to view the demos presented here you will need to get the Opera Labs
build. The build is currently only available for Windows. Mac and Linux versions should be available soon.
Since this is my first post I guess I should introduce myself.
My name is Tim Johansson, and I am a core technology developer
at Opera Software. I am responsible for, among other things,
canvas (including the underlying vector graphics library) and
image decoding.
A new addition to HTML5 is the canvas.
The canvas is more or less a bitmap that you can draw on using
JavaScript. The actual drawing is done by a (rendering) context.
The specification includes a 2d context that must be implemented,
but also allows browser vendors to add their own contexts. When
I first implemented the canvas tag in Opera I though it
would be cool to have a 3d context, so I added one.
In this post I will describe the 3d context I added, which is
available in the recently released Opera Labs build.
The context is called opera-3d and is basically Opera's version
of the 3d canvas.
For those of you not familiar with the canvas tag here is a
crash course in using it.
- Add a <canvas></canvas> tag to your
page
- Get the canvas element from a JavaScript using
getElementById or something similar.
- Call
canvas.getContext(<name>); to get the
context
That's it. Once you have the context in your script you can just
call its rendering functions.
Read more...