- From: Charles Pritchard <chuck@jumis.com>
- Date: Mon, 14 May 2012 14:37:29 -0700
- To: Anne van Kesteren <annevk@annevk.nl>
- CC: "Gregg Tavares (勤)" <gman@google.com>, Web Applications Working Group WG <public-webapps@w3.org>
On 5/14/2012 1:16 PM, Anne van Kesteren wrote: > On Mon, May 14, 2012 at 10:01 PM, Gregg Tavares (勤)<gman@google.com> wrote: >> I'd like to work on exposing something like CANVAS to web workers. >> >> Ideally how over it works I'd like to be able to >> >> *) get a 2d context in a web worker >> *) get a WebGL context in a web worker >> *) download images in a web worker and the images with both 2d contexts and >> WebGL contexts >> >> Any thoughts? > Have we gotten any further with use cases? See > http://lists.w3.org/Archives/Public/public-whatwg-archive/2010Mar/thread.html#msg144 > for an old use case thread that went nowhere. Or 1. Speeding up "onmousemove"-based drawing: In my drawing projects (based on mouse/pen input), we lose mouse events / pen pressure information when the main thread is busy rendering what the user is drawing. Processing the drawing commands off-thread would lighten the load. 2. Avoiding blocking during redrawing of complex scenes or pre-rendering of animations. With complex scenes, where we're repainting, we don't particularly want to block the main thread while a scene is loading. But, we'd also like to use as much horsepower as the user's machine can lend. A complex scene may block for a few seconds -- we can of course use green threading approaches, but that adds quite a bit of extra guess-work and does not fully exploit the user's machine for speed.
Received on Monday, 14 May 2012 21:37:55 UTC