What I'd like to do is draw my graphics on a buffer and then be able to copy it as is to the canvas so I can do animation and avoid flickering. But I couldn't find this option. Anyone know how I can go about this?
The canvas element is part of HTML5 and allows for dynamic, scriptable rendering of 2D shapes and bitmap images.
The Canvas tab loaded in one second and takes up 30MB. It also takes up 13% of CPU time all of the time, regardless of whether or not one is looking at it. Video on the HTML page, while I am not moving objects, is actually perfectly smooth.
The CANVAS element allows you to add so much more interactivity to your web pages because now you can control the graphics, images, and text dynamically with a scripting language. The CANVAS element helps you turn images, photos, charts, and graphs into animated elements.
Canvas is a new element in HTML5, which provides APIs that allow you to dynamically generate and render graphics, charts, images, and animation. The presence of the Canvas API for HTML5, strengthens the HTML5 platform by providing two-dimensional drawing capabilities.
A very simple method is to have two canvas-elements at the same screen location and set visibility for the buffer that you need to show. Draw on the hidden and flip when you are done.
Some code:
CSS:
canvas { border: 2px solid #000; position:absolute; top:0;left:0; visibility: hidden; }
Flipping in JS:
Buffers[1-DrawingBuffer].style.visibility='hidden'; Buffers[DrawingBuffer].style.visibility='visible'; DrawingBuffer=1-DrawingBuffer;
In this code the array 'Buffers[]' holds both canvas-objects. So when you want to start drawing you still need to get the context:
var context = Buffers[DrawingBuffer].getContext('2d');
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