- Original Message -
From: "Ian Hickson" <[EMAIL PROTECTED]>
Subject: Re: [whatwg] "canvas" tag and animations ?
On Tue, 16 May 2006, Andrew Fedoniouk wrote:
|
| Canvases are automatically double-buffered.
Why? Is this a requirement?
Not in theory, but in practice it is. Early Op
On Tue, 16 May 2006, Andrew Fedoniouk wrote:
> |
> | Canvases are automatically double-buffered.
>
> Why? Is this a requirement?
Not in theory, but in practice it is. Early Opera implementations didn't
do this and the performance was too slow for practical use.
--
Ian Hickson U+1
On Thu, 16 Jun 2005, Sjoerd Visscher wrote:
>
> However, it would be nice to have a forceRedraw() method on window, like
> SVG has. http://www.w3.org/TR/SVG/struct.html#InterfaceSVGSVGElement
Implementations can't always cause a synchronous paint. On some platforms
you can only paint when you a
- Original Message -
From: "Ian Hickson" <[EMAIL PROTECTED]>
To: "Charles Iliya Krempeaux" <[EMAIL PROTECTED]>
Cc: "WHAT Working Group Mailing List" <[EMAIL PROTECTED]>
Sent: Tuesday, May 16, 2006 8:23 AM
Subject: Re: [whatwg] "canvas" tag and animations ?
| On Mon, 13 Jun 2005, Charles
On Wed, 15 Jun 2005, Charles Iliya Krempeaux wrote:
> >
> > Surely, the canvas element is updated every time a drawing method is
> > called. End of story.
>
> Well, we need to decide on one or the other, and make it explicitly
> "spelled out" in the spec.
>
> (And if drawing operations are don
On Tue, 14 Jun 2005, Christian Biesinger wrote:
>
> Sjoerd Visscher wrote:
> > This isn't needed. Just like in normal HTML a drawing transaction is
> > automatically started when the javascript code starts
>
> Are the functions JavaScript-specific?
No, but they are Web-specific.
--
Ian Hickson
On Wed, 15 Jun 2005, Dean Edwards wrote:
>
> Surely, the canvas element is updated every time a drawing method is
> called. End of story.
Yes. However, implementations may (and in practice, want to) optimise
things so that while a JS program block is undergoing execution, it
doesn't update the
On Mon, 13 Jun 2005, Charles Iliya Krempeaux wrote:
>
> Now, I know that people are going to want to create animations using
> this. So, what I was wondering is if there are any built in facilities
> for this? (I didn't notice anything in the spec for it.)
Just redraw the canvas. :-)
> For
On Tue, 16 May 2006, Burak Emir wrote:
>
> The Canvas3d should probably expose some standard(=already
> deployed,known,used,loved) 3d API in the form of JavaScript objects.
>
> Choices are:
> * OpenGL API is vertex based, procedural. present on virtually all platforms,
> hardware support. quite lo
Ian Hickson wrote:
On Thu, 28 Apr 2005, R.J.Koppes wrote:
[...] So apart from high end application like games, I think it could be
useful to have some generic 3d drawing canvas
Yes, I think you're right. We just need someone who understands 3D to
write up the spec for it! :-)
Re
On Sun, 5 Jun 2005, Matthew Raymond wrote:
>
> Ian Hickson wrote:
> > On Sun, 5 Jun 2005, Matthew Raymond wrote:
> > > My concern is that the various working groups (Web3D, WHATWG, et cetera)
> > > will play pass the buck on this issue. Can we create a generic spec for
> > > displaying 3D informati
On Sat, 28 May 2005, Lenny Domnitser wrote:
>
> Creating a non-semantic element as the only element that can be
> drawn on is backwards. Instead, a scripting interface to drawing should
> take any element as a context node.
While I agree that this would be a more abstract design overall, it is
On Thu, 28 Apr 2005, R.J.Koppes wrote:
>
> [...] So apart from high end application like games, I think it could be
> useful to have some generic 3d drawing canvas
Yes, I think you're right. We just need someone who understands 3D to
write up the spec for it! :-)
--
Ian Hickson
This reply covers most of the e-mails regarding the semantics of the
canvas element that were raised around this time last year.
On Wed, 20 Apr 2005, Olav Junker Kj�r wrote:
>
> I don't completely understand the rationale for the canvas-element in WA1.
>
> It seems to overlap a lot with the use
On Wed, 20 Apr 2005, dolphinling wrote:
>
> I think I agree with Sjoerd here. Changing canvas to be applied to the
> img/object elements instead of its own element would be much more
> semantic, and would also provide better fallback.
Unfortunately, we are constrained by previous implementation
On Fri, 4 Feb 2005, Oliver Steele wrote:
>
> How about using a single variadic curveTo() method?:
> void curveTo(in float cpx, in float cpy, in float x, in float y); //
> quadratic bezier
> void curveTo(in float cp1x, in float cp1y, in float cp2x, in float cp2y, in
> float x, in float y); // c
On 5/16/06, Arve Bersvendsen <[EMAIL PROTECTED]> wrote:
Again, and this goes back to what's already been said about the RGBA
values in ImageData: Using floats for x,y,w,h will for all practical
purposes exclude canvas from ever being possible to implement in a
meaningful way on systems without ha
On Tue, 16 May 2006 10:25:01 +0200, Vladimir Vukicevic
<[EMAIL PROTECTED]> wrote:
On 4/26/06, Ian Hickson <[EMAIL PROTECTED]> wrote:
ImageData getImageData(in float x, in float y, in float w, in float
h);
void drawImageData(in float x, in float y, in ImageData d);
I'm about to imple
On 5/16/06, Vladimir Vukicevic <[EMAIL PROTECTED]> wrote:
On 4/26/06, Ian Hickson <[EMAIL PROTECTED]> wrote:
>ImageData getImageData(in float x, in float y, in float w, in float h);
>void drawImageData(in float x, in float y, in ImageData d);
I'm about to implement this as suggested; how
On 4/26/06, Ian Hickson <[EMAIL PROTECTED]> wrote:
ImageData getImageData(in float x, in float y, in float w, in float h);
void drawImageData(in float x, in float y, in ImageData d);
I'm about to implement this as suggested; however, I'd call the second
function here "putImageData" instea
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