Jukka K. Korpela jkorp...@cs.tut.fi:
2014-08-04 20:06, Christoph Päper wrote:
Imagine a text layout GUI made with HTML.
It would probably feature a font size selection control.
There are different ways to do such a thing:
There are, and they are preferred in different ways by different
2014-08-05 10:14, Christoph Päper wrote:
You do realize that font size control was just an example?
Well, maybe not quite; the original message discussed font size control
in detail and did not mention other examples.
A combined
widget for number and unit would be useful in many places.
I am against this suggestion. If you are serious about performance then you
should use WebGL and implement your own batching system, which is what
every major 2D HTML5 game framework I'm aware of does already. Adding
batching features to canvas2d has three disadvantages in my view:
1. Major 2D
On Thu, Jul 10, 2014 at 5:44 AM, Jonas Sicking jo...@sicking.cc wrote:
I think the most low hanging fruit would be to add the following as
data that can be displayed in a notification:
* Progress bar
Tracked here: https://github.com/whatwg/notifications/issues/17
* Lists of title/body
On Tue, Jul 29, 2014 at 4:28 PM, Peter Beverloo bever...@google.com wrote:
When used from a Service Worker, the attribute will implicitly default to
the ServiceWorkerRegistration of the running Service Worker.
Is that available within a service worker?
If serviceWorker is set to
On Tue, Aug 5, 2014 at 3:48 PM, Anne van Kesteren ann...@annevk.nl wrote:
On Tue, Jul 29, 2014 at 4:28 PM, Peter Beverloo bever...@google.com
wrote:
When used from a Service Worker, the attribute will implicitly default to
the ServiceWorkerRegistration of the running Service Worker.
Is
On Mon, Aug 4, 2014 at 6:39 PM, Robert O'Callahan rob...@ocallahan.org
wrote:
It looks reasonable to me.
How do these calls interact with globalAlpha etc? You talk about
decomposing them to individual drawImage calls; does that mean each image
draw is treated as a separate composite
On Tue, Aug 5, 2014 at 11:21 AM, Justin Novosad ju...@google.com wrote:
On Tue, Aug 5, 2014 at 7:47 AM, Ashley Gullen ash...@scirra.com wrote:
I am against this suggestion. If you are serious about performance then
you should use WebGL and implement your own batching system, which is
what
On Tue, Aug 5, 2014 at 5:04 PM, Peter Beverloo bever...@google.com wrote:
On Tue, Aug 5, 2014 at 3:48 PM, Anne van Kesteren ann...@annevk.nl wrote:
Is that available within a service worker?
It would be reasonable to expose it, but it currently isn't (afaik).
Okay, we'd need to sort that out
On Fri, Jul 11, 2014 at 12:57 AM, Andrew Wilson atwil...@google.com wrote:
On Fri, Jul 11, 2014 at 2:30 AM, Jonas Sicking jo...@sicking.cc wrote:
On Thu, Jul 10, 2014 at 1:04 AM, Andrew Wilson atwil...@google.com
wrote:
On Thu, Jul 10, 2014 at 5:44 AM, Jonas Sicking jo...@sicking.cc
On Tue, Aug 5, 2014 at 7:09 AM, Anne van Kesteren ann...@annevk.nl wrote:
On Thu, Jul 10, 2014 at 5:44 AM, Jonas Sicking jo...@sicking.cc wrote:
I think the most low hanging fruit would be to add the following as
data that can be displayed in a notification:
* Progress bar
Tracked here:
If your argument is that WebGL sometimes falls back to canvas2d, this
generally only happens when the system has crappy drivers that are
blacklisted for being insecure/unstable. The solution to this is to develop
and distribute better drivers that are not blacklisted. This is already
happening and
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