Sorry, I'm referring to register combiners/multitexturing's use of GL_MULTIPLY, where one texture stage is multiplied by the other. This lets you multiply two textures (lightmapping) or multiply one texture by a color constant (for more simple lighting, rendering colored text from bitmap fonts, etc). The latter use case is the most common one, and can be represented by a color matrix.
On Thu, Aug 8, 2013 at 2:55 PM, Robert O'Callahan <rob...@ocallahan.org>wrote: > On Fri, Aug 9, 2013 at 9:29 AM, K. Gadd <k...@luminance.org> wrote: > >> Consider this my +1 in favor of a dedicated .colorMatrix attribute, >> > > Good, then I'll expect you to back me up in WHATWG with usecases :-). > > >> preferably in the form of a Uint8Array or Float32Array instead of another >> *!@$ string. >> > > Using an array for an attribute is problematic due to liveness issues. > > heycam, what's the WebIDL-friendliest way to have an array-valued > attribute-like thing? Just getter and setter methods? > > SVG color matrices provide a superset of some very important rendering >> operations that show up a lot in game rendering. Right now to emulate them >> in canvas I have to use the CPU to split a source image into four 'channel' >> images and blend them iteratively to the canvas in additive mode in order >> to approximate the most common one (GL_MULTIPLY, effectively) >> > > Doesn't GL_MULTIPLY multiply color values in the source by color values in > the destination? The colormatrix feature we're talking about can't do that. > > 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 * > * > _______________________________________________ dev-platform mailing list dev-platform@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-platform