On 2015-01-13 10:56 AM, Mike de Boer wrote:
Hi all,

I’ve been having interesting discussions with a WebGL game developer, whose 
employer is betting big on the Web Platform as the foundation for their games 
currently in development.
I asked him what the most interesting features and improvements would be to 
allow them to keep betting on the Web as their development platform of choice; 
two requests surfaced as must-haves:

1. Optional access to the hardware pointer/ cursor as a possible extension to 
the pointerLock(Element) API to have better performance when capturing the 
cursor and the optional ability to restrict mouse movement within a rect. One 
example might be:

requestPointerLock({clipRect: [0, 0, window.innerWidth, window.innerHeight], 
useHardwareCursor: true})

… where clipRect could also be a DOMRect (if it can be instantiated from 
content), for example. The point here is to allow for more control over the 
cursor and accessibility to a more direct pointer layer.

Do you know what they actually mean when they use the term "hardware pointer"?

2. Optionally bypass the browser compositor when a WebGL context is in 
fullscreen mode. In this mode, WebGL draw calls would write to the  OS back 
buffer directly, increasing performance. Of course, this would never be 
possible if the WebGL context has to be rendered amidst other HTML elements on 
a web page, so that’s why the proposition here is for fullscreen mode only.

This seems like an implementation optimization that the browser could be doing if it detects that there is only one canvas made full screen with no other elements over/under-laying it. Right?

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