Inverses get used *a lot*. I would argue that they are only 'advanced'
in that there are many lines of code in an implementation - they are a
common operation when setting up transforms or working with
transforms. For example, reverse-projecting from an onscreen point
into a point on the surface of
Minor spec suggestion: This looks like a great primitive, but having
to create GC pressure to multiply values by the matrix seems like a
real mistake. transformPoint should have an overload that accepts a
Float64Array and mutates it in-place, or maybe a 'in, out' pair of
arrays. Probably also accep
The following is all my opinion, of course:
Arguably many of the wins currently being seen in web games were only possible
because your biggest competitor (Google, w/NaCL) basically
ceded the market by failing to ship promptly and failing to support
their developers. I don't think the asm.js game
Arguably if you wait for other vendors to expose VR before you do it,
you'll end up having to implement a sub-standard proprietary API like
you did with Web Audio. If you're first to the market (even with a
prototype that's preffed off), you can exert a lot more pressure on
how things turn out, IMO
e clear: My reason
for responding to this thread initially was to argue with the
reasoning 'weak references shouldn't be added to the web platform, so
we shouldn't use them'. Since I was involved in extensive discussions
re: WRs on es-discuss, I wanted to chime in on that.)
-kg
On
the end user to implement their own GC (with weak references) to
bypass the fact that the JS garbage collector is intentionally
crippled.
On Fri, Mar 21, 2014 at 9:20 PM, Jason Orendorff wrote:
> On 3/21/14, 10:23 PM, K. Gadd wrote:
>> A hypothetical scenario (please ignore any minor
In many cases the point at which an object becomes uninteresting is
the point at which it is unreachable, and no deterministically
identifiable point before that. It is true that in many cases you
don't need anything resembling weak references, and can simply
manually mark objects as dead. There ar
Keep in mind that es-discuss has hosted frequent, detailed discussions
on the topic of weak references and it is quite possible that they
could be introduced in ES7 or ES8 (at least based on what has been
said on the list), due to their requirement for solving certain
problems in large-scale applic
Consider this my +1 in favor of a dedicated .colorMatrix attribute,
preferably in the form of a Uint8Array or Float32Array instead of another
*!@$ string.
SVG color matrices provide a superset of some very important rendering
operations that show up a lot in game rendering. Right now to emulate th
tmap
fonts, etc). The latter use case is the most common one, and can be
represented by a color matrix.
On Thu, Aug 8, 2013 at 2:55 PM, Robert O'Callahan wrote:
> On Fri, Aug 9, 2013 at 9:29 AM, K. Gadd wrote:
>
>> Consider this my +1 in favor of a dedicated .colorMatrix attrib
I'm not sure you can ever achieve 'ideal' results when it comes to the
interaction between requestAnimationFrame and vsync. requestAnimationFrame
is fundamentally flawed for combining low latency with tearing-free
presentation because it conceptually ties updating, rendering and
presentation all in
For use cases like mine, any other alternative requires origin-clean image
data anyway, since the workarounds usually involve getImageData or WebGL or
something (and SVG itself seems to hate non-origin-clean image data, based
on my tests). So having this stuff only work for origin-clean image data
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