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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