- From: Kenneth Russell <kbr@google.com>
- Date: Sat, 28 Nov 2009 20:42:29 -0800
On Sat, Nov 28, 2009 at 12:44 PM, Jason Oster <parasyte at kodewerx.org> wrote: > > Once again, I agree. ?My confusion on the type-specific arrays for WebGL is > that they were specific and general enough to use in other cases. ?If they > should not be used in 2D canvas implementations (or elsewhere) then a > 2D-canvas-specific array or object would be the way forward. I and other members of the WebGL working group are hoping that the new array-like types being introduced with this specification will be general enough to repurpose in other areas. The first public draft of the spec will be released in the next week or two, and we're hoping that will enable discussion with the broader web community. >From a technical standpoint, it would be feasible to use the "WebGLUnsignedIntArray" to access the Canvas's pixel data, and assemble RGBA pixels into integer values using just JavaScript logical operators. To keep things sane, the specification would need to state something along the lines that the high (logical, not addressing) 8 bits are the red bits and the low 8 bits are the alpha bits. This means that implementations on big-endian and little-endian machines would need to store the data differently internally so that the behavior at the JavaScript level is identical; the WebGL array types currently deliberately do no byte swapping. -Ken
Received on Saturday, 28 November 2009 20:42:29 UTC