On Tue, Jul 16, 2013 at 7:16 AM, Justin Novosad <ju...@google.com> wrote:
>
>
>
> On Tue, Jul 16, 2013 at 12:25 AM, Mark Callow <callow.m...@artspark.co.jp>
> 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 make additional copies explicitly if
>> needed than to make a potentially uselessly costly implementation.mf
>>
>> Maybe I am misunderstanding but the only reason I can see for 3 copies (2
>> if you ignore the undecoded copy) is if you propose to ignore the specified
>> parameters when drawing the image to a 2D canvas.
>
>
> Yes, that is what I was referring to because that was suggested earlier on
> this thread. But I think it is becoming clearer that that is not the right
> thing to do.
>
>>
>> I would expect to always draw the image decoded as indicated by the
>> proposed parameters so no additional copy would be necessary. Sure the image
>> might not be correct (colors off or image upside down) but that would be a
>> programmer error.
>
>
> Exactly.  That is what I am suggesting.  If the programmer wants several
> copies of the same image with different baked-in transformations, then the
> programmer should create several ImageBitmaps explicitly.  No under the hood
> magic. It's clearer that way.

This sounds good. Additionally, the WebGL spec can be updated to state
that the parameters UNPACK_FLIP_Y_WEBGL, etc. don't apply to
ImageBitmap, so the only way to affect the decoding is with the
dictionary of options.


>> I would like to see ImageBitmap fully support WebGL so WebGL apps can use
>> a Browser's built-in image decoders. And, if the rumors are true, come IE11,
>> WebGL will be supported by all major browsers so it should be treated as a
>> first-class citizen.
>
>
> Yes!

Agree with this sentiment also.

-Ken


>>
>> Regards
>>
>>     -Mark
>>
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