- 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 -- Jtehsauts tshaei dS,o n" Wohfy Mdaon yhoaus eanuttehrotraiitny eovni le atrhtohu gthot sf oirng iyvoeu rs ihnesa.r"t sS?o Whhei csha iids teoa stiheer :p atroa lsyazye,d 'mYaonu,r "sGients uapr,e tfaokreg iyvoeunr, 'm aotr atnod sgaoy ,h o'mGee.t" uTph eann dt hwea lmka'n? gBoutt uIp waanndt wyeonut thoo mken.o w * *
Received on Tuesday, 22 October 2013 07:49:01 UTC