Earlier quoted context omitted.
No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…
I'm not sure why you're saying that accountancy is for people with "no imagination" and, more worryingly, implying that it's some sort of "lesser" profession.
Flat Surface Shader
31–39 of 39 posts
Re: Flat Surface Shader
#32Earlier quoted context omitted.
Your GPU powered up? I would assume this renders in CPU, so that's a bit strange.
By default it's using a canvas to render, though you can also choose SVG or WebGL. Canvas is hardware accelerated in most browsers.
Re: Flat Surface Shader
#33Earlier quoted context omitted.
> HTML/CSS nonsense Structured and well declared markup is no joke. If you actually refer to the common "hacks" to get demos and eye-candy stuff working, then I do agree. On the contrary, if you refer to ditching all HTML and CSS in favor of WebGL, then we're fucked.
Ya'll seem to be arguing apples and oranges. To get to the point, when webGL is commonplace what stops you from creating a 'structured and well declared' markup / styling language that renderers to webGL without all the HTML / CSS baggage?
Re: Flat Surface Shader
#34Earlier quoted context omitted.
No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…
Not only is WebGL not declarative, but how do you handle rendering text and having the browser know that it's text? While HTML/CSS has serious compatibility and expressive issues, it's moving in the right direction very quickly. WebGL will be fantastic for gaming and visualizations, I think it is very much inferior for web pages & applications.
Re: Flat Surface Shader
#35Earlier quoted context omitted.
No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…
HTML and CSS are the way they are because they, together, are markup for documents --and documents on the web are of indefinite shape. You can resize your browser window, or change your text-zoom, or insert/remove content in the DOM, and things have to reflow . Most importantly, this means that boxes containing reflowed text will get longer or shorter , and then push other boxes on the page up or down. Because of thi…
Re: Flat Surface Shader
#36Earlier quoted context omitted.
> HTML/CSS nonsense Structured and well declared markup is no joke. If you actually refer to the common "hacks" to get demos and eye-candy stuff working, then I do agree. On the contrary, if you refer to ditching all HTML and CSS in favor of WebGL, then we're fucked.
No, I refer to bullshit like the amount of trouble you have to go through (and subsequently the amount of upvotes you get on HN [1]) if you manage to center a rectangle on the screen . Stuff like that. It's 2013, the web is the application platform of today, and centering a rectangle is nontrivial. What? It's just one of the many examples of how broken HTML and CSS are. I dare say that anyone who claims that HTML and…
I would personally like to get rid of the presentation layer, not because I hate art(I do lots of web design and development) but because it's an enormous waste of time for the users, creators, and traffickers of those data.
I would prefer to read all blogs the same way I read IRC, email, XMPP, source code, logs... And I mostly achieve this, but addiction to the presentation layer on the web prevents me from having this typographic and stylistic consistency for blogs, news articles, and the whole shebang.
Before trying to convert the concept of modal dialogues and print ads to the web, ask yourself if this is what you really wanted.
Re: Flat Surface Shader
#37Earlier quoted context omitted.
Here's the lighting style of our current project: http://hitboxteam.tumblr.com/image/42563981451
I have to say that's beautiful. You've definitely caught my interest with this project (Spire?) I loved Dustforce too. Keep up the good work.
Re: Flat Surface Shader
#38Re: Flat Surface Shader
#39Earlier quoted context omitted.
Ya'll seem to be arguing apples and oranges. To get to the point, when webGL is commonplace what stops you from creating a 'structured and well declared' markup / styling language that renderers to webGL without all the HTML / CSS baggage?
You mean end up reinventing a browser inside WebGL?
Webapp developers can just ship the browser (or, well, the renderer) with the application.