- From: Ian Hickson <ian@hixie.ch>
- Date: Thu, 20 Sep 2012 22:45:29 +0000 (UTC)
- To: Tyler Larson <talltyler@gmail.com>, Charles Pritchard <chuck@jumis.com>, Boris Zbarsky <bzbarsky@MIT.EDU>
- Cc: whatwg@whatwg.org
On Mon, 23 Apr 2012, Tyler Larson wrote: > > Looping over every pixel in JavaScript is slow. Many cool things could > be taken care of much faster if the canvas had some form of matrix > manipulations built in. > > All of the pixels could have one transformation operation defined and > all of the pixels could be operated on at once in something lower level. > > It could look like this... > > context.transformMatrix([0.5,0.5,0.5,0,0, > 0.5,0.5,0.5,0,0, > 0.5,0.5,0.5,0,0, > 0,0,0,1,0, > 0,0,0,0,1]); > > It's far simpler than looping over an array of pixels and picking out > the values of each color. > > Other graphics systems have ways of doing this already. You can easily > find sample tutorials on how to create and transform matrixes. > > In some languages they have matrix objects that have methods for even > easier manipulation of these transformations but I'm cool without this > if it is easier. It seems like a reasonable suggestion, but since the pixel data is available as an ArrayBuffer, it seems like the more reasonable thing to do is to provide generic ArrayBuffer manipulation routines. I recommend raising this as feedback on the ArrayBuffer spec. -- Ian Hickson U+1047E )\._.,--....,'``. fL http://ln.hixie.ch/ U+263A /, _.. \ _\ ;`._ ,. Things that are impossible just take longer. `._.-(,_..'--(,_..'`-.;.'
Received on Thursday, 20 September 2012 22:45:56 UTC