WebGL VS Canvas 2D hardware acceleration
问题 These days, I need to draw many images on a canvas. The canvas size is 800x600px, and I have many images of 256x256px(some is smaller) to draw on it, these small images will compose a complete image on the canvas. I have two ways to implement this. First, if I use canvas 2D context, that is context = canvas.getContext('2d') , then I can just use context.drawimage() method to put every image on the proper location of the canvas. Another way, I use WebGL to draw these images on the canvas. On