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. < xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
But as Gregg already noticed the FileAPI might be a good solution here.
Von: Glenn Maynard [firstname.lastname@example.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 <email@example.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.