Canvas posts

Wrapping Your Head Around Canvas: Part 6

It's been sometime since I've updated this HTML5 Canvas series, but this article should round out the tutorial series as article 6. We've covered creating 2D shapes, images, how to animate said shapes and images, and WebGL basics. In my example from Part 5 we coded together a basic cube with materials. With these foundations set in place we can start diving deeper into WebGL through animating the objects and even piecing together particle effects. If you have any questions please take a moment to revisit...

The Usefulness of the document.createElement()

The new HTML5 Markup Language has introduced several new element features not available in HTML4, for example elements like header, section, nav, footer, aside, and article. Where these new tags will work in Opera, Safari, Chrome or Firefox they will not function in Internet Explorer (version 8 and earlier). The problem is that due to the way parsing works in IE, these elements are not recognized properly. This tutorial explains how to get HTML5 tags to work in IE8 and its earlier releases. It is possible...

Wrapping Your Head Around HTML5 Canvas: Part 4

If you've made it this far in the series you should have a core understand on the basics and how all of them fit together inside of Canvas. Unfortunately for you, you're used to my terribly dry sense of humor as well. Congratulations are in order though if you've stuck it out, because today we'll be diving into some of the more advanced 2D Canvas API features. To be a tad more specific I'm talking about beginning to use the animation. The animation features that we see coming out of Canvas have been referred...

Wrapping Your Head Around Canvas: Part 3

We've only truly begun to scratch the surface of possibilities with our little series about Canvas, and as we journey deeper into the API you can see the benefits that it has over Flash technology concerning mobile device/browser support. Today I'd like to continue our adventures in learning the basics by talking about working with images and text. Working with Images ... It's time to introduce the drawImage method that does exactly what you thought it would, it inserts images. Just like with patterns...

Wrapping Your Head Around HTML5 Canvas: Part 2

In my last article, part 1 of this HTML5 Canvas endeavor, we got our feet wet and learned about some of the basic foundations using Canvas in correlation with JavaScript. I'd like to pick up where we left off in today's article and go further down the rabbit hole, but first let's take a moment to highlight some of the things that you picked up in part 1. We learned that there is a work around to your Canvas compatibility in Internet Explorer through the use of excanvas.js You learned how to setup your canvas...

Wrapping Your Head Around Canvas: Part 1

HTML5 is no longer a 'way of the future ' as it is more common place now that most of us, if not all of us, are starting to implement it into the things we create. One of the newest features that have most of you cooing, aside from the new video and audio tags, is Canvas. It has been dubbed a convenient replacement for the use of flash in the browser, and it translates well across multiple devices. The name of the HTML tag sums up the basis of its implementation. Canvas provides a 2D drawing API for images, text,...
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