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the whole method came up as an idea - this isn't currently being used anywhere as far as I know. But it would seem that we're mainly missing people who want to experiment a bit.
Canvas was never designed for creating/modifying "liveries" obviously - but canvas is very good at one thing: creating/modifying arbitrary textures at run-time and adjusting pretty much arbitrary parameters by setting a few properties.
Thus, I'd consider Canvas more like a "toolbox" whose tools may not be directly designed for this particular purpose, but which are sufficiently generic and which can still be used "creatively" - e.g. there are some things that are only possible per-canvas, and not per "element" (group, image, paths, text, map) - in such cases, you typically need to use a workaround by using multiple canvas and referencing them via the canvas:/// markup as another raster image. We used this method a few times to implement "workarounds" - so in general, the implementation is pretty generic and even "recursive".
We don't currently have any support for effects/shaders in 3.2 (or git) - but whenever you add a canvas-based texture to any of your models, you're adding a layer of indirection - so while some static textures may not be easily changed at run-time in some C++ subsystems, Canvas is all about managing dynamic textures - which in turn may consist of static textures (or variations of those).
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