FWIW, imageBitmap.discard() wouldn't be unprecedented - WebGL allows you to
explicitly release memory with deleteTexture() rather than letting the GC
collect unused textures.
Ashley
On 18 July 2013 17:50, Ian Hickson i...@hixie.ch wrote:
On Wed, 9 Jan 2013, Ashley Gullen wrote:
Some
On Wed, 17 Jul 2013, Edward O'Connor wrote:
On Wed, 30 Jan 2013, Peter Carlson (carlsop) wrote:
Problem: The problem is that the supported playback speeds of a media
element may vary per media item (e.g., an on-demand movie) and as
[…]
Recommendation: We suggest that the application
Please don't top-post.
On Thu, Jul 18, 2013 at 6:28 PM, Silvia Pfeiffer
silviapfeiff...@gmail.com wrote:
Promises are new to browsers and people who have used them before have
raised issues about the extra resources they require. It may be a
non-issue in the browser, but it's still something
On Thu, 25 Apr 2013, Christian Biesinger wrote:
I had to recently investigate issues with the alignment of empty
buttons, i.e. button/button, and I noticed some browser differences.
Specifically, take this testcase:
On Wed, 2 Jan 2013, L. David Baron wrote:
http://www.whatwg.org/specs/web-apps/current-work/multipage/rendering.html#tables
says:
# The table element's width attribute maps to the dimension
# property 'width' on the table element.
...
# The td and th elements' width attributes
On Fri, Jul 19, 2013 at 7:09 AM, Ashley Gullen ash...@scirra.com wrote:
FWIW, imageBitmap.discard() wouldn't be unprecedented - WebGL allows you to
explicitly release memory with deleteTexture() rather than letting the GC
collect unused textures.
A related issue we have now is with canvas
On Jul 19, 2013 3:14 PM, Ian Hickson i...@hixie.ch wrote:
What if we added a supportedPlaybackRates attribute, which holds an
array of playback rates supported by the server, plus (optionally) any
rates the user agent can support due to the currently buffered data
(possibly requiring that
Some of my applications would definitely benefit from this as well. A port
of one client's game managed to hit around 1GB of backing store/bitmap data
combined when preloading all their image assets using img. Even though
browsers then discard the bitmap data, it made it difficult to get things