- From: Tab Atkins Jr. <jackalmage@gmail.com>
- Date: Mon, 3 Sep 2012 11:58:29 -0700
- To: Dirk Schulze <dschulze@adobe.com>
- Cc: Erik Dahlstrom <ed@opera.com>, David Sheets <kosmo.zb@gmail.com>, "www-svg@w3.org" <www-svg@w3.org>, "public-fx@w3.org" <public-fx@w3.org>
On Mon, Sep 3, 2012 at 7:51 AM, Dirk Schulze <dschulze@adobe.com> wrote: > On Sep 3, 2012, at 1:03 AM, Erik Dahlstrom <ed@opera.com> wrote: >> By not adding a CSS shorthand and a corresponding filter primitive element >> we're raising the bar for usage (and requiring every author that wants to >> use noise generators to copy these shaders), but you're right that it's >> possible to implement this as custom shaders. It's just nicer if this is >> part of the required functionality, as is already the case with the >> classical perlin noise algorithm in SVG 1.1. > > Actually, what is the problem of copy pasting shaders or use generators? I think this is more helpful then introducing yet another filter primitive. We already have enough in my eyes. Introducing more makes it harder to maintain those - from the spec and the implementor side. I have nothing against regular used short hands, but another noise filter does not really fit into this concept in my eyes. The problem is that it's much more difficult to use than a simple function. Noise is used quite a lot in webpages, but right now it's always done by downloading a noise PNG or whatever. Making noise available as a primitive would be very useful! ~TJ
Received on Monday, 3 September 2012 18:59:17 UTC