Since WebGL can't directly draw text, it actually renders to an offscreen canvas 2D then copies the result to the display. So in theory it should look identical, because both renderers draw text the same way. Of course, reality isn't always the same as theory :) Because WebGL treats text as a texture, text rendering is affected by the sampling and pixel rounding properties, which it isn't in canvas 2D. Do those settings affect it? Also a .capx example would help me investigate.