[whatwg] Offscreen canvas (or canvas for web workers).
Maciej Stachowiak
mjs at apple.com
Wed Feb 24 00:14:51 PST 2010
On Feb 24, 2010, at 12:09 AM, Maciej Stachowiak wrote:
>
> On Feb 23, 2010, at 10:04 PM, Jonas Sicking wrote:
>
>> On Tue, Feb 23, 2010 at 9:57 PM, Maciej Stachowiak <mjs at apple.com>
>> wrote:
>>> - Raytracing a complex scene at high resolution.
>>> - Drawing a highly zoomed in high resolution portion of the
>>> Mandelbrot set.
>>>
>>> To be fair though, you could compute the pixels for those with
>>> just math,
>>> there is no need to have a graphics context type abstraction.
>>
>> http://people.mozilla.com/~sicking/webgl/ray.html
>
> I did not think it was possible to write a proper raytracer for
> arbitrary content all as a shader program, but I do not know enough
> about 3D graphics to know if that demo is correct or if that is
> possible in general. Point conceded though.
>
>> http://people.mozilla.com/~sicking/webgl/juliaanim.html
>> http://people.mozilla.com/~sicking/webgl/mandjulia.html
>
> Neither of examples you posted seems to have the ability to zoom in,
> so I don't think they show anything about doing this to extremely
> high accuracy. But I see your point that much of this particular
> computation can be done on the GPU, up to probably quite high
> limits. Replace this example with your choice of non-data-parallel
> computation.
Following the links, this demo does do zoom, but it will go all jaggy
past a certain zoom level, presumably due to limitations of GLSL.
http://learningwebgl.com/lessons/example01/?
Regards,
Maciej
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