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PixelsCommander

348 karma · joined February 4, 2014

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PixelsCommander··on Recap of Next.js 14 Announcement and 2023 Conference Highlights
Save time, check highlights from recent Next.js Conf including Next.js 14 announce, Server Actions and more
PixelsCommander··on How we made 3D avatars to thousands of our users with AI and WebGL
Avatars are an integral part of any social portal. It is important for people to see the person they are interacting with, photography creates a personal connection and enhances the user experience. But what if we go further and use AI and WebGL to turn every user photo into an interactive 3D avatar?
PixelsCommander··on Web App Testing Pro-Tip: Stress Your Application with Dropped Frames
Link to a Chrome extension for testing https://chrome.google.com/webstore/detail/fps-control/jolcef...
PixelsCommander··on Living in Kiev: My first 3 months of observations
Crimeans just asked for the same right against Ukraine as Ukrainians asked against Russia. And it was direction population liked most. The same asked east of Ukraine which is at war now. This is how "soft power" works in these countries with a little help from western friends.

Kiev is indeed awesome place to visit however you should be a desperate guy to move there not being slav.

PixelsCommander··on Viral.js – Peer-to-peer web app distribution
Exactly. Non profit organizations could benefit most of all here saving on infrastructure.
PixelsCommander··on Viral.js – Peer-to-peer web app distribution
NATs are pain. True.

And also I agree that there were a lot of problems to work around and benefits are not that obvious if application size is 3 Mb. However it becomes closer to real life with every additional megabyte of application size. E.g. for video content it definitely worth and it also could work for web games and VR experiences. Other cases? Sure there are some. Let`s consider this as first Viral JavaScript implementation.

PixelsCommander··on Ask HN: What are the cons of Google Polymer?
polymer-native is currently under active development and available on github
PixelsCommander··on Ask HN: What are the cons of Google Polymer?
This is even easier with polymer or web components since you can use them in any template or jsx as simple as you put there regular HTML tags
PixelsCommander··on Render HTML via WebGL
The only bottleneck here is rasterization which we are trying to solve by making native Rasterization API live. You can read about here http://pixelscommander.com/en/javascript/state-of-html-conte...
PixelsCommander··on Render HTML via WebGL
Yes, the only bottleneck here is rasterization which we are trying to solve by making native Rasterization API live. You can read about here http://pixelscommander.com/en/javascript/state-of-html-conte...
PixelsCommander··on Render HTML via WebGL
There is an intent to make rasterization native http://pixelscommander.com/en/javascript/state-of-html-conte...
PixelsCommander··on Render HTML via WebGL
I think could be nice. There is an intention to create React-GL, but nothing serious yet. All you basically need is to call something like new GLElement(this.getDOMNode()). Or how is it in 0.13?...
PixelsCommander··on Render HTML via WebGL
It is not a new rendering engine. It is just one custom tag which makes WebGL texture of your HTML content and allows to apply shaders. That is it...
PixelsCommander··on Render HTML via WebGL
What is the browser support for CSS shaders? =)
PixelsCommander··on Render HTML via WebGL
Is seems that rasterization happend before images loaded. Do not observe this on any devices accessible for me. Is there any specificity on system you tried it?
PixelsCommander··on Render HTML via WebGL
It is done but there is no control over rasterization and no possibility to add filters as in the demo http://pixelscommander.com/polygon/htmlgl/demo/filters.html
PixelsCommander··on Render HTML via WebGL
Yes, there is an issue on that. https://github.com/PixelsCommander/HTML-GL/issues/11 I d like to fix it before going public but HTML5WEEKLY made announcement without notice, so everybody sees know that bug =( As for selection - it is selectable in it`s bounding box, but selection is not highlighted yet.
PixelsCommander··on Render HTML via WebGL
It depends on how far it will go. At the moment there is a plan how to do that, but not enough time to implement... You may use it for editor, but keep in mind that text itself would be sent to GPU every time it updates. Anyhow you may ping me in skype lp_funky if interested in doing this, would be glad to help.
PixelsCommander··on Render HTML via WebGL
Thank you. Agree, simplicity is what it is created for, will keep it that way.
PixelsCommander··on Render HTML via WebGL
Performance is much better if translation / scaling / opacity / rotation are used or shaders ofcourse. If image content redraws by CPU it sucks. Basically it is what GPU can do quickly. Selection is possible since elements are there but just invisible and when webgl textures were animated we can lazily update DOM positions without affecting performance a lot. Is there a repo for your terminal?
PixelsCommander··on Render HTML via WebGL
Cool, thx
PixelsCommander··on Render HTML via WebGL
Come on http://pixelscommander.com/polygon/htmlgl/demo/filters.html
PixelsCommander··on Render HTML via WebGL
Browser rasterizes based on it`s assumptions and you cant control it completely which is a bottleneck for performance optimization. Also how would you apply displacement filter on that content?
PixelsCommander··on Render HTML via WebGL
Thanks! We are working on improving responsiveness a bit. Will be better.
PixelsCommander··on Render HTML via WebGL
Come on! We can do much more together =) Still so many WOW things to implement...
PixelsCommander··on Render HTML via WebGL
I would not expect any conflicts there since they are different canvases and textures uploaded just as files. You may ask mat@goodboydigital.com for more details.
PixelsCommander··on Render HTML via WebGL
Nice, we may use it as a renderer for HTML GL. Shaders and fast rendering wirth it I believe. Try the demo in the bottom http://htmlgl.com/
PixelsCommander··on Render HTML via WebGL
It is already there https://www.chromeexperiments.com/webgl , but it starts to be even more exciting if you think about effects which could be applied to web sites and HTML content... Bumb mapping, reflections, motion blur, elastic elements when dragging. Whole bunch of shaders https://www.shadertoy.com/browse
PixelsCommander··on Render HTML via WebGL
It is basicaly not. Just converting HTML to texture with some tricky proxying. The reason is to be able to do that http://pixelscommander.com/polygon/htmlgl/demo/filters.html
PixelsCommander··on Render HTML via WebGL
It can be selected at same bounding box DOM node have and the selection will not be highlighted at the moment, but we will fix that.
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