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Re: [Public WebGL] texImage2D calls with HTMLVideoElement
- To: public webgl <email@example.com>
- Subject: Re: [Public WebGL] texImage2D calls with HTMLVideoElement
- From: Adrienne Walker <firstname.lastname@example.org>
- Date: Fri, 20 Aug 2010 09:31:39 -0700
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El día 20 de agosto de 2010 01:35, Tim Johansson <email@example.com> escribió:
> I agree, I think it would be a mistake to define it differently than the 2d
> canvas since it would be kind of confusing to everyone. If we define how it
> should work now and 2d canvas later defines it differently we will have the
> same problem.
> I would prefer that if we want to clarify the behavior we essentially just
> say it should work the same way it works in 2d canvas. We could also push to
> have it better specified in 2d canvas if required.
Staying consistent with the 2d canvas spec is a good goal.
Upon rereading it, the 2d canvas spec appears to be much clearer about
where the source data comes from and what its implicit size is. I
like the idea of clarifying the WebGL behavior by saying that
texImage2D calls for html elements are consistent with how they are
treated during drawImage on a 2d canvas.
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