I’m with you.

If the transform stuff has too much overhead, I’d do it as a Bead. We’ll see 
how it goes…

Let’s discuss this some more once we’ve done some of this implementation so 
there’s something concrete to discuss.

On Jul 21, 2016, at 9:54 PM, Alex Harui <aha...@adobe.com> wrote:

> 
> 
> On 7/21/16, 11:38 AM, "Harbs" <harbs.li...@gmail.com> wrote:
> 
>> The standard in SVG is declarative. The standard in Canvas is functional
>> (very similar to the Flash APIs). Here’s a good write-up comparing Flash
>> to Canvas.[1]
> 
> Thanks for the link.
> 
> IMO, at the lowest level, I would pretty much implement the Canvas API
> as-is, so Canvas users have almost zero overhead.  Then emulate the Canvas
> API in SVG and SWF.  Again, that way, people have a better chance of using
> snippets like the ones in the link instead of, for example, having to
> learn about a DropShadowFilter class and a filter property.
> 
> The MX/Spark work, however, will need to emulate more of
> flash.display.graphics APIs and eventually support more of the flash APIs.
> You might find it worth it to build out a separate SWC that implements
> the flash.display.Graphics portion of the MX/Spark work in order to get
> what you want.
> 
> Transforms may be yet another SWC.  In theory, you should be able to draw
> stuff without bringing in code to rotate it.
> 
> Again, just my 2 cents,
> -Alex
> 

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