This is a function that lets you control webgl with d3.
#usage
var selector = pathgl('canvas') || 'svg'
d3.select(selector).append('circle')
.attr('r', 100)
.attr('cx',50)
.attr('cy',50)
If webgl is available then your circles will be WEBGL, if not, fallback to svg. It just werks.
Alternatively:
d3.select('#youaremycanvasandiloveyou').call(pathgl)
.append('circle')
fill: tesselate shapes into triangles transform: translate
-
Make parser comply with spec
-
stroke
- thickness
- dasharray
- length
- opacity
- color
-
fill
- pattern
- gradient + shaders
- color
- opacity
-
antialiasing
-
event listeners
###Extensions to d3 syntax .attr('fill', '#shader') //if fill attr starts with a dot or hash, select the matching element and evaluate it as a fragment shader