To help us iterate further, I've attempted to capture the essence of this
thread on the whatwg wiki, using the problem solving template.
I tried to capture the main ideas that we seem to agree on so far and I
started to think about how to handle special cases.
http://wiki.whatwg.org/wiki/ImageBitm
On Thu, Jul 18, 2013 at 5:45 AM, Mark Callow wrote:
> On 2013/07/18 16:34, K. Gadd wrote:
> >
> > I understand the rationale behind gregg's suggestion for flipY, but
> > ultimately don't know if that one makes any sense in a HTML5 context. It
> > basically only exists because of the annoying disag
On 2013/07/18 16:34, K. Gadd wrote:
>
> I understand the rationale behind gregg's suggestion for flipY, but
> ultimately don't know if that one makes any sense in a HTML5 context. It
> basically only exists because of the annoying disagreement between APIs
> like OpenGL and other APIs like HTML5 Ca
To respond on the topic of WebGL/ImageBitmap integration - and in
particular some of the features requested earlier in the thread. Apologies
if I missed a post where this stuff was already addressed directly; I
couldn't follow this thread easily because of how much context was stripped
out of repli
On Tue, Jul 16, 2013 at 7:16 AM, Justin Novosad wrote:
>
>
>
> On Tue, Jul 16, 2013 at 12:25 AM, Mark Callow
> wrote:
>>
>> On 2013/07/15 10:46, Justin Novosad wrote:
>>
>> But to circle back to your point, I agree that an exception is a good idea
>> to avoid having to hold a triplicate copy in R
On Tue, Jul 16, 2013 at 12:25 AM, Mark Callow wrote:
> On 2013/07/15 10:46, Justin Novosad wrote:
>
> But to circle back to your point, I agree that an exception is a good idea
> to avoid having to hold a triplicate copy in RAM, or having to redecode all
> the time. Better to force the dev to mak
On 2013/07/15 10:46, Justin Novosad wrote:
> But to circle back to your point, I agree that an exception is a good idea
> to avoid having to hold a triplicate copy in RAM, or having to redecode all
> the time. Better to force the dev to make additional copies explicitly if
> needed than to make a p
On Sun, Jul 14, 2013 at 4:34 PM, Rik Cabanier wrote:
>
>
> On Fri, Jul 12, 2013 at 7:18 AM, Justin Novosad wrote:
>
>> Thanks Ken, that makes it much clearer to me.
>>
>> The main concern I have with all this is the potential for OOM crashes.
>> I'm happy as long as the spec remains vague about
On Fri, Jul 12, 2013 at 7:18 AM, Justin Novosad wrote:
> Thanks Ken, that makes it much clearer to me.
>
> The main concern I have with all this is the potential for OOM crashes.
> I'm happy as long as the spec remains vague about what "undue latency"
> means, so we still have the possibility of
On Thu, Jul 11, 2013 at 1:24 PM, Kenneth Russell wrote:
> On Thu, Jul 11, 2013 at 8:29 AM, Justin Novosad wrote:
> >
> >
> > On Wed, Jul 10, 2013 at 9:37 PM, Rik Cabanier
> wrote:
> >>
> >> On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
> >>
> >> > On Wed, 10 Jul 2013, Kenneth Russell wro
Thanks Ken, that makes it much clearer to me.
The main concern I have with all this is the potential for OOM crashes.
I'm happy as long as the spec remains vague about what "undue latency"
means, so we still have the possibility of gracefully degrading performance
in low memory conditions by evic
On Thu, Jul 11, 2013 at 8:29 AM, Justin Novosad wrote:
>
>
> On Wed, Jul 10, 2013 at 9:37 PM, Rik Cabanier wrote:
>>
>> On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
>>
>> > On Wed, 10 Jul 2013, Kenneth Russell wrote:
>> > >
>> > > ImageBitmap can cleanly address all of the desired use cas
On Thu, Jul 11, 2013 at 8:29 AM, Justin Novosad wrote:
>
>
> On Wed, Jul 10, 2013 at 9:37 PM, Rik Cabanier wrote:
>
>> On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
>>
>> > On Wed, 10 Jul 2013, Kenneth Russell wrote:
>> > >
>> > > ImageBitmap can cleanly address all of the desired use cas
On Wed, Jul 10, 2013 at 9:37 PM, Rik Cabanier wrote:
> On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
>
> > On Wed, 10 Jul 2013, Kenneth Russell wrote:
> > >
> > > ImageBitmap can cleanly address all of the desired use cases simply by
> > > adding an optional dictionary of options.
> >
> >
On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
> On Wed, 10 Jul 2013, Kenneth Russell wrote:
> >
> > ImageBitmap can cleanly address all of the desired use cases simply by
> > adding an optional dictionary of options.
>
> I don't think that's true. The options only make sense for WebGL --
>
On Wed, Jul 10, 2013 at 5:13 PM, Peter Kasting wrote:
> On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
>>
>> (The other two options don't make much sense to me even for GL. If you
>> don't want a color space, don't set one. If you don't want an alpha
>> channel, don't set one. You control th
On Wed, Jul 10, 2013 at 5:07 PM, Ian Hickson wrote:
> (The other two options don't make much sense to me even for GL. If you
> don't want a color space, don't set one. If you don't want an alpha
> channel, don't set one. You control the image, after all.)
I only have a small amount of graphics
On Wed, 10 Jul 2013, Kenneth Russell wrote:
>
> ImageBitmap can cleanly address all of the desired use cases simply by
> adding an optional dictionary of options.
I don't think that's true. The options only make sense for WebGL --
flipping which pixel is the first pixel, for example, doesn't do
On Wed, Jul 10, 2013 at 4:37 PM, Ian Hickson wrote:
> On Wed, 10 Jul 2013, Kenneth Russell wrote:
>>
>> Some background: when uploading HTMLImageElements to WebGL it's required
>> to be able to specify certain options, such as whether to premultiply
>> the alpha channel, or perform colorspace conv
On Wed, 10 Jul 2013, Kenneth Russell wrote:
>
> Some background: when uploading HTMLImageElements to WebGL it's required
> to be able to specify certain options, such as whether to premultiply
> the alpha channel, or perform colorspace conversion. Because it seemed
> infeasible at the time to m
(Replying on behalf of Gregg, who unfortunately isn't at Google any more)
On Wed, Jul 10, 2013 at 3:17 PM, Ian Hickson wrote:
> On Wed, 19 Jun 2013, Gregg Tavares wrote:
>>
>> In order for ImageBitmap to be useful for WebGL we need more options
>
> ImageBitmap is trying to just be a generic HTMLI
On Wed, 19 Jun 2013, Gregg Tavares wrote:
>
> In order for ImageBitmap to be useful for WebGL we need more options
ImageBitmap is trying to just be a generic HTMLImageElement, that is, a
bitmap image. It's not trying to be anything more than that.
Based on some of these questions, though, maybe
On Wed, Jun 19, 2013 at 4:47 PM, Gregg Tavares wrote:
>
>
>
> On Wed, Jun 19, 2013 at 4:03 PM, Rik Cabanier wrote:
>
>>
>>
>> On Wed, Jun 19, 2013 at 3:24 PM, Gregg Tavares wrote:
>>
>>>
>>>
>>>
>>> On Wed, Jun 19, 2013 at 3:13 PM, Rik Cabanier wrote:
>>>
On Wed, Jun 19, 2013 at 2:47
On Wed, Jun 19, 2013 at 4:03 PM, Rik Cabanier wrote:
>
>
> On Wed, Jun 19, 2013 at 3:24 PM, Gregg Tavares wrote:
>
>>
>>
>>
>> On Wed, Jun 19, 2013 at 3:13 PM, Rik Cabanier wrote:
>>
>>>
>>> On Wed, Jun 19, 2013 at 2:47 PM, Gregg Tavares wrote:
>>>
In order for ImageBitmap to be useful fo
On Wed, Jun 19, 2013 at 3:24 PM, Gregg Tavares wrote:
>
>
>
> On Wed, Jun 19, 2013 at 3:13 PM, Rik Cabanier wrote:
>
>>
>> On Wed, Jun 19, 2013 at 2:47 PM, Gregg Tavares wrote:
>>
>>> In order for ImageBitmap to be useful for WebGL we need more options
>>>
>>> Specifically
>>>
>>> premultiplied
On Wed, Jun 19, 2013 at 3:24 PM, Gregg Tavares wrote:
>
>
>
> On Wed, Jun 19, 2013 at 3:13 PM, Rik Cabanier wrote:
>
>>
>> On Wed, Jun 19, 2013 at 2:47 PM, Gregg Tavares wrote:
>>
>>> In order for ImageBitmap to be useful for WebGL we need more options
>>>
>>> Specifically
>>>
>>> premultiplied
On Wed, Jun 19, 2013 at 3:13 PM, Rik Cabanier wrote:
>
> On Wed, Jun 19, 2013 at 2:47 PM, Gregg Tavares wrote:
>
>> In order for ImageBitmap to be useful for WebGL we need more options
>>
>> Specifically
>>
>> premultipliedAlpha: true/false (default true)
>> Nearly all GL games use non-premultip
On Wed, Jun 19, 2013 at 2:47 PM, Gregg Tavares wrote:
> In order for ImageBitmap to be useful for WebGL we need more options
>
> Specifically
>
> premultipliedAlpha: true/false (default true)
> Nearly all GL games use non-premultipiled alpha textures. So all those
> games people want to port to W
On Wed, Jun 19, 2013 at 2:47 PM, Gregg Tavares wrote:
> If it was up to me I'd make createImageBitmap take on object with
> properties so that new options can be added later as in
>
> createImageBitmap(src, callback, {
>premultipliedAlpha: false,
>colorspaceConversion: false,
>
In order for ImageBitmap to be useful for WebGL we need more options
Specifically
premultipliedAlpha: true/false (default true)
Nearly all GL games use non-premultipiled alpha textures. So all those
games people want to port to WebGL will require non-premultipied textures.
Often in games the alph
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