- From: Gregg Tavares <gman@google.com>
- Date: Mon, 14 Mar 2011 17:52:46 -0700
Someone pointed out that once you have HTML5->Canvas->WebGL, even though you can't call readPixels or toDataURL or getImageData because of cross origin issues you can write a shader that takes longer depending on the color and then just time draw calls to figure out what's in the texture. In other words, if you want to prevent security issues you could only do this on same origin content. But then you open another can of worms. Once you can put content in a texture you want to be able to let the user interact with it (like they can with 3d css) but then you run into the issue that you don't know what the user's shaders are doing so you have to let JavaScript translate mouse coordinates which is probably another security issue on top of being a PITA to implement. On Fri, Mar 11, 2011 at 8:35 AM, Erik M?ller <emoller at opera.com> wrote: > I bet this has been discussed before, but I'm curious as to what people > think about breathing some life into a more general version of Mozillas > canvas.drawWindow() that draws a snapshot of a DOM window into the canvas? > https://developer.mozilla.org/en/drawing_graphics_with_canvas#section_9 > > I know there are some security considerations (for example listed in the > source of drawWindow): > > // We can't allow web apps to call this until we fix at least the > // following potential security issues: > // -- rendering cross-domain IFRAMEs and then extracting the results > // -- rendering the user's theme and then extracting the results > // -- rendering native anonymous content (e.g., file input paths; > // scrollbars should be allowed) > > I'm no security expert, but it seems to me there's an easy way to at least > cater for some of the use-cases by always setting origin-clean to false when > you use drawWindow(). Sure it's a bit overkill to always mark it dirty, but > it's simple and would block you from reading any of the pixels back which > would address most (all?) of the security concerns. > > I'm doing a WebGL demo, so the use-case I have for this would be to render > a same-origin page to a canvas and smack that on a monitor in the 3d-world. > Intercept mouse clicks, transform them into 2d and passing them on would of > course be neat as well and probably opens up the use-cases you could dream > up. > > So, I'm well aware its a tad unconventional, but perhaps someone has a > better idea of how something like this could be accomplished... i.e. via SVG > and foreignObject or punching a hole in the canvas and applying a transform > etc. I'd like to hear your thoughts. > > -- > Erik M?ller > Core Developer > Opera Software >
Received on Monday, 14 March 2011 17:52:46 UTC