Given all the discussion that had gone on, ACCELERATED_2D_CANVAS was
created using Skia GPU instead of GraphicsContext3D.
Now, ACCELERATED_2D_CANVAS can be used by only Chromium, and
IOSURFACE_CANVAS_BACKING_STORE
is only for Mac.
Is there any plan of other ports similar to ACCELERATED_2D_CANVAS?
I think Mr. Russell has changed tesseleration code from glu tesseleration to
LoopBlinn algorithm.
Does it mean that LoopBlinn algorithm is better than glu tesseleration? If
yes, why?
You mentioned your second trial was Kokojima's algorithm that was
detrimental to performance.
Why is the LoopBlinn a
On Mon, Aug 30, 2010 at 1:10 PM, Chris Marrin wrote:
>
> On Aug 30, 2010, at 11:56 AM, Kenneth Russell wrote:
>
>> On Sat, Aug 28, 2010 at 12:36 PM, Darin Fisher wrote:
>>> On Sat, Aug 28, 2010 at 11:32 AM, Adam Barth wrote:
On Sat, Aug 28, 2010 at 7:44 AM, Chris Marrin wrote:
> T
On Aug 30, 2010, at 11:56 AM, Kenneth Russell wrote:
> On Sat, Aug 28, 2010 at 12:36 PM, Darin Fisher wrote:
>> On Sat, Aug 28, 2010 at 11:32 AM, Adam Barth wrote:
>>>
>>> On Sat, Aug 28, 2010 at 7:44 AM, Chris Marrin wrote:
That's why I still think this should all go into a branch for n
On Sat, Aug 28, 2010 at 12:36 PM, Darin Fisher wrote:
> On Sat, Aug 28, 2010 at 11:32 AM, Adam Barth wrote:
>>
>> On Sat, Aug 28, 2010 at 7:44 AM, Chris Marrin wrote:
>> > That's why I still think this should all go into a branch for now. It
>> > will help us all see the results without having t
On Sat, Aug 28, 2010 at 11:32 AM, Adam Barth wrote:
> On Sat, Aug 28, 2010 at 7:44 AM, Chris Marrin wrote:
> > That's why I still think this should all go into a branch for now. It
> will help us all see the results without having to deal with the issues of
> (2) right now.
>
> An alternative to
On Sat, Aug 28, 2010 at 7:44 AM, Chris Marrin wrote:
> That's why I still think this should all go into a branch for now. It will
> help us all see the results without having to deal with the issues of (2)
> right now.
An alternative to a branch is to use a run-time setting. That worked
well f
On Aug 27, 2010, at 5:32 PM, Kenneth Russell wrote:
>> ...
>> So here's my concern. If you have to multisample for anti-aliasing anyway,
>> why not just tesselate the shape at an appropriate sampling resolution and
>> multisample the resulting triangle rendering. That would have the
>> disadva
On Aug 27, 2010, at 4:32 PM, Kenneth Russell wrote:
> ...
> Since I decided not to attach these files, here are the non-quantized
> versions:
>
> http://www.rawbw.com/~kbrussel/tmp/butterfly.png
> http://www.rawbw.com/~kbrussel/tmp/butterfly-o3d.png
Another thing we need to discuss are the ren
On Fri, Aug 27, 2010 at 5:10 PM, Chris Marrin wrote:
>
> On Aug 27, 2010, at 4:21 PM, Kenneth Russell wrote:
>
>> On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>>>
>>> Hi Ken,
>>> It would help me, and I think many others, if we could have a discussion of
>>> how exactly your tessellation
On Aug 27, 2010, at 4:21 PM, Kenneth Russell wrote:
> On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>>
>> Hi Ken,
>> It would help me, and I think many others, if we could have a discussion of
>> how exactly your tessellation logic works and what it is intended to do. For
>> instance, i
On Fri, Aug 27, 2010 at 4:21 PM, Kenneth Russell wrote:
> On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>>
>> Hi Ken,
>> It would help me, and I think many others, if we could have a discussion of
>> how exactly your tessellation logic works and what it is intended to do. For
>> instance,
On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>
> Hi Ken,
> It would help me, and I think many others, if we could have a discussion of
> how exactly your tessellation logic works and what it is intended to do. For
> instance, is the algorithm you're using based on Loop-Blinn? I'm a bit
>
On Aug 27, 2010, at 10:59 AM, Nico Weber wrote:
> On Fri, Aug 27, 2010 at 10:51 AM, Chris Marrin wrote:
>>
>> On Aug 27, 2010, at 10:32 AM, Nico Weber wrote:
>>
>>> On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
Hi Ken,
It would help me, and I think many others, if we c
On Fri, Aug 27, 2010 at 10:51 AM, Chris Marrin wrote:
>
> On Aug 27, 2010, at 10:32 AM, Nico Weber wrote:
>
>> On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>>>
>>> Hi Ken,
>>> It would help me, and I think many others, if we could have a discussion of
>>> how exactly your tessellation lo
On Aug 27, 2010, at 10:32 AM, Nico Weber wrote:
> On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>>
>> Hi Ken,
>> It would help me, and I think many others, if we could have a discussion of
>> how exactly your tessellation logic works and what it is intended to do. For
>> instance, is th
On Fri, Aug 27, 2010 at 10:18 AM, Chris Marrin wrote:
>
> Hi Ken,
> It would help me, and I think many others, if we could have a discussion of
> how exactly your tessellation logic works and what it is intended to do. For
> instance, is the algorithm you're using based on Loop-Blinn? I'm a bit
>
Hi Ken,
It would help me, and I think many others, if we could have a discussion of how
exactly your tessellation logic works and what it is intended to do. For
instance, is the algorithm you're using based on Loop-Blinn? I'm a bit familiar
with that algorithm and some of the problems it has w
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