Implementing Layers in HTML5 Canvas
Using multiple canvases should be faster, because the canvas gets drawn off-screen and then just blitted to the screen by the browser. You put the burden of switching layers on the browser, which just has to move some rectangles of graphics data around.
If you do the layering yourself, you have more control, but the burden is on the JS and the JS engine to do all the work. I would avoid this if I had a choice, but if you're going for layer effects that work on the underlying layers, this might be your only choice.
If you want to use a single canvas element and have multiple layers inside it, you might want to look at my library:
- https://github.com/ant512/CanvasLayers
It uses a damaged rect system to reduce the amount of repainting done every time the canvas changes, so not only do you get layers (which can be nested), but you also get optimised redraws.
Setting the container div relative ought to have prevented that layer-overwrite issue. Try setting the position on the "occluded text" - e.g. if it's currently absolue it will obvious go in the same region as the top left of the relative stuff.
And it's probably obvious but, by the order of divs in the html you can eliminate the use of the z axis. If you want your stuff to be generic (and for other developers too), use the z axis but store a baseline to which you add your layer indices (so that baseline can be tweaked when using other code using z-axis in a problematic way).