WebGL chose alpha because it's a context creation attribute, to go along with
other attributes like "depth" "stencil" etc. It makes more sense for WebGL
because there are a set of these. For Canvas 2D, the only two that I think
could apply are "alpha" and "preseveDrawingBuffer". The canvas it
On 3/14/2013 5:23 PM, Dean Jackson wrote:
On 15/03/2013, at 8:06 AM, Gregg Tavares wrote:
Because it's not the same as fillRect(0, 0, width, height) on an empty canvas.
The canvas itself has alpha (unless we add the option to not have it as has
been proposed). The contents of the canvas has t
On 3/15/2013 6:23 PM, Kenneth Russell wrote:
Is there a nontrivial amount of content depending on it? That
would be more relevant precedent than merely being in the code base.
How would one determine that? Searching for "getcontext webgl alpha
false" returns many web pages on the topi
It would be unfortunate to remove this instead of working towards enabling and
shipping it -- pointer lock is one of the features that we had significant
demand for in the web games space. Any game (or other content) that wants to
implement "mouse look" functionality needs it. This is why we (
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