<canvas>element to draw WebGL graphics, starting with the basics. The examples provided should give you some clear ideas what you can do with WebGL and will provide code snippets that may get you started in building your own content.
<canvas> ... </canvas>tags can be used as a fallback for browsers which don't support canvas rendering. It's also very useful for assistive technology users (like screen readers) which can read and interpret the sub DOM in it. A good example at html5accessibility.com demonstrates how this can be done:
ImageDataobject represents the underlying pixel data of an area of a canvas object. It contains the following read-only attributes:
<canvas>looks like the
<img>element, with the only clear difference being that it doesn't have the
altattributes. Indeed, the
<canvas>element has only two attributes,
height. These are both optional and can also be set using DOM properties. When no
heightattributes are specified, the canvas will initially be 300 pixels wide and 150 pixels high. The element can be sized arbitrarily by CSS, but during rendering the image is scaled to fit its layout size: if the CSS sizing doesn't respect the ratio of the initial canvas, it will appear distorted.