Re: [whatwg] Proposal: Inline pronounce element
On 6/10/2014 3:05 AM, whatwg-requ...@lists.whatwg.org wrote: Message: 1 Date: Sun, 08 Jun 2014 15:41:32 -0400 From: timel...@gmail.com To: whatwg@lists.whatwg.org Subject: Re: [whatwg] Proposal: Inline pronounce element Message-ID: <20140608194132.7602328.57406@gmail.com> Content-Type: text/plain; charset="iso-8859-1" Tab wrote: This is already theoretically addressed by , linking to a well-defined pronunciation file format. Nobody implements that, but nobody implements anything new either, of course. Brett wrote: I think it'd be a lot easier for sites, say along the lines of Wikipedia, to support inline markup to allow users to get a word referenced at the beginning of an article, for example, pronounced accurately. Wikipedia can easily use data:... if it needs to.? And wiktionary already has a solution... A better challenge is explaining to a screen reader if "read" is "rEd" or "rehD" in a page where you want to define and use both. I claim that this can be addressed with id= on the link and a ref= (or similar) on the use.? But before User Agents should be asked to support this, I'd want to see real sites showing an interest.? Screen Reader vendors seem ok with the current state - they sell the pronunciation tables... My thought was that browsers could expose some interface for getting the word pronounced even if the user was not using a screen reader. And without a site needing to have supplied it's own JavaScript to apply styling and buttons around such tags so that when clicked, a `SpeechSynthesisUtterance` would be made. Brett
Re: [whatwg] Canvas' 2D context + WebGL = 3D context(make for a simple more high level API
When I think over it... Their will be need or demand of more feature, like light(toLight()), camera(toView()< for this one, my than one canvas property and method would need to be combine... Same for the source, matrix; rotate, scale, skew, rgba, or globalaphle, etc.) there is no need to creature new feature from scratch; mixing the feature of the canvas 2D context in 3D centext, will both show case the 2D ability, and simplified understanding as when convert from 2D/3D context to WebGL. Sorry for the grammer mistake, I would be happy to write a draft of this, if anyone interested in it. programming. Sorry for the grammar mistakes. > On Jun 9, 2014, at 12:07 PM, "L2L 2L" wrote: > > Is it not possible to transfer all canvas' 2D feature into WebGL appearance > to make a 3D context? Everything the same except that when setting the > getCentext, you pass 3D instead of 2D. This will make for a more friendly yet > familiar tool to use. Utilizing WebGL with set features as 2D getContext. I > believe this proposal is worth looking at and giving thought to; all one > would have to do is define the API of 2D context in WebGL to have a easy 3D > context, ensnare if I it's limited, or won't showcase the full capability > that is WebGL, it'll allow those to take a step toward WebGL by introducing > it in a familiar API. > > var ctx = canvas.getContext("2D"); > Var ctx = canvas.getContext("3D"); > > By predefining all the feature of 2D context into WebGL to render them in 3D > context. By doing so, giving a friendly to use, familiar API to work with, > instead of learning a library.(some of us believe in non library > programming). Please take interest, or at least thought of mind of this > ideal... Seeing that the canvas feature are few, I can't see how hard this > would be for an evangelist to complete in an hour or so. >
[whatwg] Canvas' 2D context + WebGL = 3D context(make for a simple more high level API
Is it not possible to transfer all canvas' 2D feature into WebGL appearance to make a 3D context? Everything the same except that when setting the getCentext, you pass 3D instead of 2D. This will make for a more friendly yet familiar tool to use. Utilizing WebGL with set features as 2D getContext. I believe this proposal is worth looking at and giving thought to; all one would have to do is define the API of 2D context in WebGL to have a easy 3D context, ensnare if I it's limited, or won't showcase the full capability that is WebGL, it'll allow those to take a step toward WebGL by introducing it in a familiar API. var ctx = canvas.getContext("2D"); Var ctx = canvas.getContext("3D"); By predefining all the feature of 2D context into WebGL to render them in 3D context. By doing so, giving a friendly to use, familiar API to work with, instead of learning a library.(some of us believe in non library programming). Please take interest, or at least thought of mind of this ideal... Seeing that the canvas feature are few, I can't see how hard this would be for an evangelist to complete in an hour or so.