On Thu, Jan 7, 2016 at 10:32 AM, Robert O'Callahan wrote:
> Some of the things that would need to be handled:
> -- controls need to not expose sensitive data about file
> paths
No great ideas here other than simply not rendering them.
> -- For SVG images we disable
On Fri, Jan 8, 2016 at 11:08 AM, Jeff Gilbert wrote:
> On Wed, Jan 6, 2016 at 8:07 PM, Luke Wagner wrote:
> > FWIW, I was wondering if we could go a step further and allow
> > (optional) user interaction with the rendered DOM elements. That way
> >
On Thu, Jan 7, 2016 at 8:46 PM, Anne van Kesteren wrote:
> At least enforcing CORS-same-origin would be somewhat trivial from a
> specification perspective since all fetches go through Fetch. Limiting
> plugins and other affected features would be some added conditionals
> here
On Fri, Jan 8, 2016 at 2:36 PM, Jeff Gilbert wrote:
> I think rather we should aim to provide a way for the application to
> implement custom remapping of events. A simple version of this is
> allowing the app to synthesize enough of the inputs to virtually use
> our
I think rather we should aim to provide a way for the application to
implement custom remapping of events. A simple version of this is
allowing the app to synthesize enough of the inputs to virtually use
our existing UI. I think this is much simpler than dredging around in
the WebGL API.
On Thu,
On Fri, Jan 8, 2016 at 9:58 AM, wrote:
> There are two use cases for this functionality needed by the WebVR team.
>
> The one needed earliest is to implement HUD interfaces and dialogues. In
> this case, we will only be using this API from chrome privileged code.
>
On Wed, Jan 6, 2016 at 8:07 PM, Luke Wagner wrote:
> FWIW, I was wondering if we could go a step further and allow
> (optional) user interaction with the rendered DOM elements. That way
> you could, say, select text on a 3d surface with a mouse or use an
> tag. It seems
On Thursday, January 7, 2016 at 1:32:59 AM UTC-8, Robert O'Callahan wrote:
> On Thu, Jan 7, 2016 at 8:46 PM, Anne van Kesteren wrote:
>
> > At least enforcing CORS-same-origin would be somewhat trivial from a
> > specification perspective since all fetches go through Fetch.
On Wed, Jan 6, 2016 at 9:50 PM, Robert O'Callahan wrote:
> Where would you put that flag?
Simplest would be an HTTP header I suppose.
> I think this has basically the same problems: very difficult to specify and
> police, and fragile when the content changes.
At least
On Wed, Jan 6, 2016 at 9:52 PM, Anne van Kesteren wrote:
> On Tue, Jan 5, 2016 at 10:18 PM, Robert O'Callahan
> wrote:
> > That's an option, but it's a very large problem that's very difficult to
> > get right. And there are so many things that need to be
On 2016-01-04 3:54 PM, Xidorn Quan wrote:
> On Tue, Jan 5, 2016 at 8:46 AM, Kearwood "Kip" Gilbert
> wrote:
>> Hello All,
>>
>> In WebVR, we often present UI as a Head's Up Display (HUD) that floats
>> in front of the user. Additionally, we often wish to show 2d graphics,
On Wed, Jan 6, 2016 at 9:45 AM, Kearwood "Kip" Gilbert wrote:
> If it is not feasible to prevent variation in timing or to otherwise
> prevent content from determining the content of the texture, perhaps
> another approach would be to require all elements to be sanitized
On 2016-01-04 4:46 PM, Robert O'Callahan wrote:
> On Tue, Jan 5, 2016 at 10:46 AM, Kearwood "Kip" Gilbert <
> kgilb...@mozilla.com> wrote:
>
>> In WebVR, we often present UI as a Head's Up Display (HUD) that floats
>> in front of the user. Additionally, we often wish to show 2d graphics,
>>
On 2016-01-04 4:54 PM, Robert O'Callahan wrote:
> On Tue, Jan 5, 2016 at 1:18 PM, Jonas Sicking wrote:
>
>> A big problem is sticking HTML/CSS content into WebGL is that WebGL
>> effectively enables reading pixel data through custom shaders and
>> timing attacks.
>>
> If you
WEBGL_dynamic_texture is due for a pruning refactor (I think I'm on
the hook for this), so don't base anything on it as-is.
IIRC, we don't believe WEBGL_security_sensitive_resources is viably
implementable in a safe way (timing attacks!), so I suggest ignoring
it.
Extending texture uploads to
On Tue, Jan 5, 2016 at 8:46 AM, Kearwood "Kip" Gilbert
wrote:
> Hello All,
>
> In WebVR, we often present UI as a Head's Up Display (HUD) that floats
> in front of the user. Additionally, we often wish to show 2d graphics,
> video, and CSS animations as a texture in 3d
Thanks for your feedback, Jeff!
My comments below...
On 2016-01-04 2:50 PM, Jeff Gilbert wrote:
> WEBGL_dynamic_texture is due for a pruning refactor (I think I'm on
> the hook for this), so don't base anything on it as-is.
I'm glad I checked with you first. I would be interested in any
Hello All,
In WebVR, we often present UI as a Head's Up Display (HUD) that floats
in front of the user. Additionally, we often wish to show 2d graphics,
video, and CSS animations as a texture in 3d scenes. Creating these
textures is something that CSS and HTML are great at.
Unfortunately, I am
On Tue, Jan 5, 2016 at 11:50 AM, Jeff Gilbert wrote:
> I think that it would be most efficient just to have a meeting about
> these topics, instead of iterating slower via email.
>
FWIW I feel like it's more efficient to use email, especially if not all
issues can be
On Mon, Jan 4, 2016 at 4:46 PM, Robert O'Callahan wrote:
> On Tue, Jan 5, 2016 at 10:46 AM, Kearwood "Kip" Gilbert <
> kgilb...@mozilla.com> wrote:
>
>> In WebVR, we often present UI as a Head's Up Display (HUD) that floats
>> in front of the user. Additionally, we often
On Tue, Jan 5, 2016 at 1:18 PM, Jonas Sicking wrote:
> A big problem is sticking HTML/CSS content into WebGL is that WebGL
> effectively enables reading pixel data through custom shaders and
> timing attacks.
>
If you read
On Mon, Jan 4, 2016 at 5:46 PM, Robert O'Callahan wrote:
> On Tue, Jan 5, 2016 at 2:38 PM, Jeff Gilbert wrote:
>
>> > Essentially, we would extend the same API but allow the WDTStream
>> >> interface to apply to more HTML elements, not just
On Tue, Jan 5, 2016 at 2:38 PM, Jeff Gilbert wrote:
> Yeah, we have a public mailing list: public_we...@khronos.org
> As with anything WebGL related, you can also just talk to me about it.
>
I don't want to step on whatever you were thinking of changing, but I'm
happy to
On Mon, Jan 4, 2016 at 4:54 PM, Robert O'Callahan wrote:
> On Tue, Jan 5, 2016 at 1:18 PM, Jonas Sicking wrote:
>>
>> A big problem is sticking HTML/CSS content into WebGL is that WebGL
>> effectively enables reading pixel data through custom shaders and
On Tue, Jan 5, 2016 at 10:46 AM, Kearwood "Kip" Gilbert <
kgilb...@mozilla.com> wrote:
> In WebVR, we often present UI as a Head's Up Display (HUD) that floats
> in front of the user. Additionally, we often wish to show 2d graphics,
> video, and CSS animations as a texture in 3d scenes.
On Tue, Jan 5, 2016 at 2:38 PM, Jeff Gilbert wrote:
> > Essentially, we would extend the same API but allow the WDTStream
> >> interface to apply to more HTML elements, not just HTMLCanvasElement,
> >> HTMLImageElement, or HTMLVideoElement.
> >>
> >> We would also need to
26 matches
Mail list logo