This question is about CanvasRender and the renderers system in general.
TLDR: would it work if I forked CanvasRenderer?
I understand that the CanvasRenderer was removed because WebGL is now commonplace, and reducing the maintenance of an oss library is a good thing… That all makes sense.
However I have a unique use case and I would like to continue using CanvasRenderer. I understand I would have to fork it and maintain the code myself.
What I want to know if it’s possible to do something like this:
- fork the CanvasRenderer
- use it with threejs
- as threejs changes, update CanvasRenderer to stay up to date
I understand that the renderer system is essentially just renderer.render( scene, camera )
, so a renderer has to understand the scene and the camera.
Is there an expert that can weigh in on this — whether it’s likely that in the future, the scene or camera APIs may change in a way that would make it really hard for a CanvasRender to render them?
I’m just fishing for information and opinions. Thanks.
Some links:
- CanvasRenderer was deprecated in PR 10025 and removed in PR 10391.
- Discussion on issue 14581.
- “WebGL is everywhere” tweet.