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Title should have been “html-in-canvas demos in gif on X”

I naively thought the “demo” was a demo, not a X posting by a twit.

Tried this demo in Safari: https://arrival.space/htmlcanvas

Looks very cool, and showed a pretty message indicating there's even more:

  HTML IN CANVAS NOT SUPPORTED  
  Use Chrome and enable chrome://flags/#canvas-draw-element
Use Chrome... idontthinkiwill.jpg and aren't we supposed to reject these technologies that allow Google to Embrace, Extend, Extinguish[1]?

Kudos to the artist in spite of this unfortunately esoteric (wish it weren't) concern

[1](hope I'm wrong about it being a triple E https://en.wikipedia.org/wiki/Embrace,_extend,_and_extinguis... )

How long until a canvas is used to render the full chrome of a web browser (e.g. including the TLS padlock), showing a fake benign URL in the (fake) address bar while having the user interact with a malicious page?
I had to poke around a little to learn this:

"The HTML-in-Canvas API lets you draw DOM content directly into a <canvas> or a WebGL and WebGPU texture while keeping the UI interactable, accessible, and hooked up to your favorite browser features."

Me and another fellow both cited Steve Wittens' review of HTML+dom at each other at the same time a couple days ago. It's a lovely document. https://acko.net/blog/html-is-dead-long-live-html/

At the end he talks about html-in-canvas. This was a while ago, but I think the limitation is still there: the input mapping is totally fudged, just really bad DIY mapping. It only really works for fairly trivial uses.

Steve also mentioned a task I'd like to see: project html onto a curved surface.

I'm so so so happy we're getting something. But it feels like there are many many many constrains here, that might not be so apparent at first glance. It would be so nice to really have HTML in space, but this isn't really there.