Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Mike de Boer
> On 14 Jan 2015, at 18:21, Vincent Scheib wrote: > > Artillery.com asked for features in > http://lists.w3.org/Archives/Public/public-webapps/2014JanMar/0473.html > > > They are related to Pointer Lock and notes were a

Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Vincent Scheib
Artillery.com asked for features in http://lists.w3.org/Archives/Public/public-webapps/2014JanMar/0473.html They are related to Pointer Lock and notes were added here https://www.w3.org/wiki/Webapps/PointerLockFeatures Specifically a concept Pointer Clip was distilled for restricting the system c

Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Anne van Kesteren
On Wed, Jan 14, 2015 at 5:36 PM, Vincent Scheib wrote: > I've only a snippet of context, but the flash link looks like the concept > CSS cursor: url(), random demo. Apologies, you can find the full thread starting with this email: https://lists.mozilla.org/pipermail/dev-platform/2015-January/0

Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Jeff Muizelaar
On Wed, Jan 14, 2015 at 4:29 AM, Mike de Boer wrote: > > On 13 Jan 2015, at 21:52, Jeff Muizelaar wrote: > > > > On Tue, Jan 13, 2015 at 10:56 AM, Mike de Boer > wrote: > >> >> 2. Optionally bypass the browser compositor when a WebGL context is in >> fullscreen mode. In this mode, WebGL draw ca

Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Mike de Boer
> On 13 Jan 2015, at 21:52, Jeff Muizelaar wrote: > > > > On Tue, Jan 13, 2015 at 10:56 AM, Mike de Boer > wrote: > > 2. Optionally bypass the browser compositor when a WebGL context is in > fullscreen mode. In this mode, WebGL draw calls would write to the OS b

Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Anne van Kesteren
On Wed, Jan 14, 2015 at 10:18 AM, Mike de Boer wrote: > Yes, this is what I meant! I found a pretty good description of this feature > over at > http://www.adobe.com/devnet/flashplayer/articles/native-mouse-cursors.html. > > Anne, is this a feature that would be eligible to become a WHATWG spec?

Re: Enhancing Gecko as a WebGL game platform

2015-01-14 Thread Mike de Boer
> On 13 Jan 2015, at 21:28, Till Schneidereit wrote: > > On Tue, Jan 13, 2015 at 8:24 PM, Luke Wagner wrote: > >>> Do you know what they actually mean when they use the term "hardware >>> pointer"? >>> >> >> I believe what he's referring to is the type of hardware-accelerated cursor >> suppo

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Jeff Muizelaar
On Tue, Jan 13, 2015 at 10:56 AM, Mike de Boer wrote: > > 2. Optionally bypass the browser compositor when a WebGL context is in > fullscreen mode. In this mode, WebGL draw calls would write to the OS back > buffer directly, increasing performance. Of course, this would never be > possible if th

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Robert O'Callahan
On Wed, Jan 14, 2015 at 4:56 AM, Mike de Boer wrote: > 2. Optionally bypass the browser compositor when a WebGL context is in > fullscreen mode. In this mode, WebGL draw calls would write to the OS back > buffer directly, increasing performance. Of course, this would never be > possible if the W

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Till Schneidereit
On Tue, Jan 13, 2015 at 8:24 PM, Luke Wagner wrote: > > Do you know what they actually mean when they use the term "hardware > > pointer"? > > > > I believe what he's referring to is the type of hardware-accelerated cursor > support discussed here: > > > http://technet.microsoft.com/en-us/magazin

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Luke Wagner
> Do you know what they actually mean when they use the term "hardware > pointer"? > I believe what he's referring to is the type of hardware-accelerated cursor support discussed here: http://technet.microsoft.com/en-us/magazine/2009.02.windowsconfidential.aspx?pr=blog and here http://blogs.uni

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Mike de Boer
> On 13 Jan 2015, at 18:23, Ehsan Akhgari wrote: > > On 2015-01-13 10:56 AM, Mike de Boer wrote: >> Hi all, >> >> I’ve been having interesting discussions with a WebGL game developer, whose >> employer is betting big on the Web Platform as the foundation for their >> games currently in develo

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Ehsan Akhgari
On 2015-01-13 10:56 AM, Mike de Boer wrote: Hi all, I’ve been having interesting discussions with a WebGL game developer, whose employer is betting big on the Web Platform as the foundation for their games currently in development. I asked him what the most interesting features and improvement

Re: Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Anne van Kesteren
On Tue, Jan 13, 2015 at 4:56 PM, Mike de Boer wrote: > 1. Optional access to the hardware pointer/ cursor as a possible extension to > the pointerLock(Element) API to have better performance when capturing the > cursor and the optional ability to restrict mouse movement within a rect. One > exa

Enhancing Gecko as a WebGL game platform

2015-01-13 Thread Mike de Boer
Hi all, I’ve been having interesting discussions with a WebGL game developer, whose employer is betting big on the Web Platform as the foundation for their games currently in development. I asked him what the most interesting features and improvements would be to allow them to keep betting on t