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
> --
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