This is hacker news, shouldn't they be evolving the shape, instead of just straight drawing it? Also, it should be powered by node.js somehow, and have $3 million in seed funding.
(Literally) Drawing the HTML 5 Logo in Canvas with Javascript
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Re: (Literally) Drawing the HTML 5 Logo in Canvas with Javascript
#12Cool, but needs a cancel button that stops drawing and re-enables the sliders.
Done! As a bonus, you can now dynamically change the parameters while it is drawing.
Re: (Literally) Drawing the HTML 5 Logo in Canvas with Javascript
#13Earlier quoted context omitted.
Yep.. Apparently calling jquery ui's disable method doesn't disable the handler -- guess I should've read the docs... Anyway, thanks for pointing it out. I will try to fix it when I get home. Before then, have fun with the "interesting effects". =)
How did you generate the "var levelX" arrays?
I would love to say that I made a very sophisticated automated tool for this.. but it was mostly just me hacking a simple script that lets me manually select coordinates and preview the lines; while console.log()ing the coordinates and copy-and-pasting into the arrays.
The "borders" for each layer are easier -- all the coordinates come from the SVG, after translating and scaling.
Re: (Literally) Drawing the HTML 5 Logo in Canvas with Javascript
#14Semi-related: Whats a good fall-back for when webgl isn't directly supported in the browser?