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Re: [Public WebGL] Texture Compression in WebGL





On Mon, Oct 24, 2011 at 11:51 AM, Kornmann, Ralf <rkornmann@ea.com> wrote:
 

It’s not the data urls itself. They are fine for what they are designed for. I am just having a problem with wasting CPU performance to encode a binary block to BASE64 only to let the browser runtime it decode to a binary block again. Might be a game developer problem as we are always try to reduce startup times and getting 60 fps. Or at least 30 if the hardware is not good enough.

But as Gregg already noticed the FileAPI might be a good solution here.


Here's an example of using the FileAPI for storing large game assets
https://github.com/borismus/game-asset-loader
and an article about it
http://smus.com/game-asset-loader
 


Von: Glenn Maynard [glenn@zewt.org]
Gesendet: Montag, 24. Oktober 2011 20:40
An: Kornmann, Ralf
Cc: Chris Marrin; Gregg Tavares (wrk); public webgl

Betreff: Re: [Public WebGL] Texture Compression in WebGL

On Mon, Oct 24, 2011 at 1:48 PM, Kornmann, Ralf <rkornmann@ea.com> wrote:
> I know there is a way by using data urls but this locks not nice for me.

Why?  It's a clean API, and this is exactly the sort of thing it's for.  If you have problems with the URL API, you should bring them up with w3-webapps, not bypass it.

--
Glenn Maynard