On Mon, Sep 3, 2012 at 11:58 AM, Tab Atkins Jr. <jackalmage@gmail.com>wrote:
> 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.
If you believe this, maybe we need to fix that.
It should be possible to make shaders as easy to use as filters...
> 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!
>
>
The door was always left open to add more shorthands so if enough people
see their value, they should be added.
The filtering model in CSS is not as powerful as SVG (ie you can not
composite different filters together) so we probably need to add more than
just the turbulence filter.
Rik