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Hmm, on second thought, just moving the controls up to the container node has some a11y implications (and probably more). I think instead I'll make a canvas container that the two canvases can live in and put all the DOM stuff on it instead. |
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I think we can close this in favor of #995. |
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Fixes #845
My method here involves placing the renderer's canvas element into the shadow root when there is only one registered scene, thus bypassing the slow drawImage call. For multiple scenes on a page, it falls back to the old behavior. Unfortunately this also meant removing OffscreenCanvas, but this is currently doing nothing for us as it hasn't been hooked up to an ImageBitmapRenderingContext yet. I'm hoping this approach can be extended to support OffscreenCanvas in the future, but it's hard to tell from the limited API documentation so far.