- From: Robert O'Callahan <robert@ocallahan.org>
- Date: Tue, 22 Oct 2013 09:48:34 +0200
- To: Glenn Maynard <glenn@zewt.org>
- Cc: whatwg <whatwg@whatwg.org>, Kenneth Russell <kbr@google.com>
On Tue, Oct 22, 2013 at 12:39 AM, Glenn Maynard <glenn@zewt.org> wrote:
> Using ImageBitmap for this has a lot of issues. It requires synchronizing
> with scripts in the UI thread. It requires manualling resize your canvas
> repeatedly to fit different destinations. It also may potentially create
> lots of backbuffers. Here's an example of code using ImageBitmap
> incorrectly, leading to excess memory allocation:
>
> function render()
> {
> var canvas = myWorkerCanvas;
> renderTo(canvas);
> var buffer = canvas.transferToImageBitmap();
> postMessage(buffer);
> }
> setTimeout(render, 1);
>
This code actually does something potentially useful which can't easily be
done with attachToCanvas: generating a series of images as fast as possible
which will be processed on another thread in some way other than just
rendering them on the screen. (E.g., be encoded into an animated image or
video file.)
Rob
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Received on Tuesday, 22 October 2013 07:49:01 UTC