that this could be included in the standard? Any
comments/suggestions/vendor-specific extensions I've missed?
--
Ashley Gullen
Scirra.com
On 29/10/2011 02:15, Boris Zbarsky wrote:
On 10/28/11 3:26 PM, Ashley Gullen wrote:
Overall, I think this proposal is very simple, straightforward to
standardise and implement, genuinely useful, and would significantly
encourage 2D gaming in HTML5 for comparitively little effort. Is it
possible
On 28 March 2012 22:41, Ian Hickson i...@hixie.ch wrote:
On Sat, 29 Oct 2011, Ashley Gullen wrote:
I had a quick go with setting ctx.mozImageSmoothingEnabled = false. It
works great with drawImage. However it does not appear to affect
repeated patterns. This makes for quite a strange
wrote:
On Thu, 29 Mar 2012, Ashley Gullen wrote:
BTW:
- have you got a link to the spec including the smoothing property? can't
seem to find it
http://www.whatwg.org/specs/web-apps/current-work/#dom-context-2d-imagesmoothingenabled
(I will be replying to your detailed feedback at some
.
Ashley Gullen
Scirra.com
On 12 April 2012 00:39, Rik Cabanier caban...@gmail.com wrote:
:-)
They are definitely more familiar to designers but they both have their
place.
On Wed, Apr 11, 2012 at 4:30 PM, Jeremy Apthorp jere...@chromium.org
wrote:
On Wed, Apr 11, 2012 at 4:05 PM, Rik
(). e.g. var myPhoto = video.snapshot();, or some of the above
uses with video.snapshot().toDataURL().
Ashley Gullen
Scirra.com
. This is an option, but given that a filter effect can be
applied to an entire canvas, it seems a waste not to enable it for
individual draw calls, especially given the 2D context is considerably
easier and quicker to code for.
Ashley Gullen
Scirra.com
On 25 January 2012 16:26, Tab Atkins Jr. jackalm
On another note, wouldn't it be nice if you could add a grouping operator
such as this:
gamecanvascontext.filter = '...';
gamecanvascontext.beginGroup();
... // lots of drawing operators
gamecanvascontext.endGroup();
and have everything in that group at endGroup time?
Do you mean
, Ashley Gullen ash...@scirra.com wrote:
On another note, wouldn't it be nice if you could add a grouping operator
such as this:
gamecanvascontext.filter = '...';
gamecanvascontext.beginGroup();
... // lots of drawing operators
gamecanvascontext.endGroup();
and have everything
Why is it prohibitively expensive to handle a lost context automatically in
a canvas 2D?
Having written a 2D engine which supports this (albeit in DirectX), don't
you just need to recreate the surface, set up your render state again,
recreate any textures that were referenced, then continue? (In
It sounds like the real issue is mobile:
- it seems pretty difficult to make a desktop lose a context
- most mobile browsers still use software rendering, or at least haven't
had GPU acceleration very long, so there are unlikely to be bug reports
about it
- it sounds like mobile devices lose
with something vendor specific, like:
canvas.supportsContext(webgl, { -webkit-allowswiftshader: false })
Despite the hardness to define it, I do feel there is a practical need for
this.
Ashley Gullen
Scirra.com
On 10 September 2012 19:14, Dean Jackson d...@apple.com wrote:
I sent
On 10 September 2012 20:39, Dean Jackson d...@apple.com wrote:
On Sep 10, 2012, at 12:35 PM, Ashley Gullen ash...@scirra.com wrote:
Can't Modernizr just lazy load the WebGL context? (i.e. only try to
create a context if the web page actually asks if WebGL is supported)
Yes, it could
as it is and suggest WebGL for this type of
application
My preference is option 1, but I don't know if this works for all use cases
and will work nicely with implementations. Any thoughts?
Ashley Gullen
Scirra.com
. What's the implementation status of ImageBitmap?
Do any browsers support it yet?
Ashley Gullen
Scirra.com
On 11 January 2013 22:56, Rik Cabanier caban...@gmail.com wrote:
On Fri, Jan 11, 2013 at 2:36 PM, Robert O'Callahan
rob...@ocallahan.orgwrote:
On Sat, Jan 12, 2013 at 6:41 AM
I would re-emphasise this is important for many game applications. Here's
an image showing the effect it can have from a recent blog post I wrote:
https://www.scirra.com/images/sampling-point-linear.png
For a game in this style it is essential to be able to force
nearest-neighbour. Games in that
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
when put in to a background tab - we've already run in to this with
testing, so it seems likely to affect real-world games too.
Ashley Gullen
Scirra.com
Isn't setTimeout also clamped to 1s in the background? This alone would add
so much latency as to effectively hang the game anyway.
On 20 February 2014 16:18, Tab Atkins Jr. jackalm...@gmail.com wrote:
On Thu, Feb 20, 2014 at 7:25 AM, Ashley Gullen ash...@scirra.com wrote:
We're building
The host needs to keep simulating the world even when no network events are
occurring. That can't happen if rAF isn't firing and timers only run at 1
Hz.
On 20 February 2014 17:56, James Robinson jam...@google.com wrote:
On Thu, Feb 20, 2014 at 7:25 AM, Ashley Gullen ash...@scirra.com wrote
There's a lot of worker features that aren't widely supported yet, like
rendering to canvas with WebGL and 2D, Web Audio support, inputs, various
APIs like speech and fullscreen, so I don't think that's practical right
now. I guess that's not a reason to standardise a new feature, but is there
not
...@zewt.org wrote:
On Thu, Feb 20, 2014 at 3:29 PM, Ashley Gullen ash...@scirra.com wrote:
There's a lot of worker features that aren't widely supported yet, like
rendering to canvas with WebGL and 2D, Web Audio support, inputs, various
APIs like speech and fullscreen, so I don't think that's
in only canvas and
javascript.
Is there any evidence that such a mode would actually improve performance?
Are there benchmarks indicating the existence of a DOM, even if inert,
harms performance in any way?
Ashley Gullen
Scirra.com
On 7 July 2014 21:35, Brian Blakely anewpage.me...@gmail.com wrote
. If you want to keep improving canvas2d performance I would
worry you will simply end up reinventing WebGL.
As developers of a HTML5 game engine with WebGL support and fallback to
canvas2d, this has no utility to us at all. It would be more useful to work
on WebGL 2.
Ashley Gullen
Scirra.com
On 5
to an
rgba color, and using a multiply blend op to use it to modulate images.
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
As Justin stated, 20% of current Chrome users currently fall back to
canvas 2d.
1. What fraction of those 20% actually still get a GPU accelerated canvas
vs. software rendered? Batching will be of very little use to the software
rendered audience, making it an even smaller target market.
2.
1. What fraction of those 20% actually still get a GPU accelerated canvas
vs. software rendered? Batching will be of very little use to the software
rendered audience, making it an even smaller target market.
~25% of Chrome users that do not have gpu-accelerated WebGL do have gpu
Am I right that a lot of the mentioned problems stem from old Android
devices with browsers that have been shoddily hacked and broken by the
manufacturers (presumably in the name of making improvements)? For
example I remember specific versions of some Samsung Android device
browsers would freeze
Hi all,
I'd like to suggest a use case whereby it would be useful if a blob import
can load relative URLs as if they are relative to the importing HTML
document. Alternatively HTML imports could provide progress events. This
suggestion comes from a discussion on a Chrome bug [1].
A complex
Can this be used for gapless looping of the same track? This is a common
request for game developers looking to seamlessly loop a music or ambience
track: https://code.google.com/p/chromium/issues/detail?id=353072
Ashley
On 27 October 2014 20:09, Dale Curtis dalecur...@chromium.org wrote:
Hi,
, 2014 at 9:55 AM, Ashley Gullen ash...@scirra.com wrote:
Can this be used for gapless looping of the same track? This is a common
request for game developers looking to seamlessly loop a music or ambience
track: https://code.google.com/p/chromium/issues/detail?id=353072
Ashley
On 27 October
Why is it desirable to copy ASCII versions of unicode text? Doesn't most
software now support unicode so the user can copy and paste what they see,
rather than some ASCII-art equivalent?
On 13 February 2015 at 15:45, Boris Zbarsky bzbar...@mit.edu wrote:
On 2/13/15 10:15 AM, David Sheets wrote:
Making toBlob return a promise is definitely in keeping with the rest of
the web platform, but it's easy to write a wrapper function to promisify
it. IMO toBlob is better than toDataURL since it is async so the image
encoding can happen off main thread, reducing jank. I don't know how easy
it is
Is everyone here aware that currently Google have stated they do not plan
to implement toBlob?:
https://code.google.com/p/chromium/issues/detail?id=67587
IMO this is the wrong call. We should be favouring blobs over data URLs
since they are more efficient (no size bloat, can be requested async
Perhaps independent is a better name than async, indicating the iframe
content is independent of the main page. Browser loading UI, load events,
fast back and possibly performance tools would not take in to account
independent iframes, since they are explicitly marked as not important to
the
I've brought this up on other lists, but I think it's worth bringing up
again here: it's a significant limitation in MediaRecorder that it can only
work in real-time. If a user has a pre-recorded WAV file which is one hour
long and they want to upload that or encode it to a different format,
on the window the HTMLCanvasElement it came from is currently
in? Then you have a convenient way to synchronise rendering with the window
it will ultimately be displayed in, without having to know in advance which
window that is.
Ashley
On 8 April 2015 at 16:36, Ashley Gullen ash...@scirra.com
CSS.supports() should in theory cover all CSS features. Javascript as ever
can test which features are available. Neither guarantees correct
functioning, only presence - besides, all software has bugs, so at what
point do you draw the line between broken and working?
Things like canvas
This looks like it will cover running a HTML5 game engine from a worker
very nicely and with little performance overhead. Good stuff!
Ashley
On 8 April 2015 at 00:41, Kenneth Russell k...@google.com wrote:
On Wed, Mar 25, 2015 at 6:41 PM, Kenneth Russell k...@google.com wrote:
On Wed, Mar
Adding is often the only technically sensible solution. For example if the
default CSS box model was changed, a vast amount of existing content on the
web that relies on it working the way it already does would be broken. So
new models are added instead, like flexbox, which solves a great many
We build a major HTML5 game engine, and I feel the deadline approach is
unsuitable for gaming. Games often do heavy CPU work to run the game logic
before drawing. (Please do not drag me in to arguments over time stepping;
stepping less often than rAF does not look smooth, and stepping more often
Is it not possible for Javascript engines to statically determine if
preventDefault() is called by an event handler?
For example:
function myHandler(e)
{
// does e.preventDefault occur anywhere in this body?
};
target.addEventListener(scroll, myHandler);
If none of the added event handlers
ImageBitmap is not useful for getting the data from: it still requires
synchronous use of a canvas to turn in to an ImageData. I would encourage
browser vendors to look at my spec proposal to avoid this:
http://wicg.github.io/img-conversion/
On 10 February 2016 at 18:29, Gregg Tavares
n 10 February 2016 at 20:27, Justin Novosad <ju...@google.com> wrote:
> On Wed, Feb 10, 2016 at 2:38 PM, Ashley Gullen <ash...@scirra.com> wrote:
>
>> ImageBitmap is not useful for getting the data from: it still requires
>> synchronous use of a canvas to turn in to
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