Author Archive for vladimir
Things I Learned Today: Android OpenGL Edition
Closed Published by vladimir March 19th, 2010 in Firefox, MozillaOne of the issues with the Gecko port to Android is that, early on, I used some internals to tie in to the Android graphics system from native code. This worked fine, but it complicated the build: you needed to pull in a bunch of headers and some libraries from the actual Android source to [...]
Using a Caching Proxy Server for Web Demos
1 Comment Published by vladimir March 15th, 2010 in Firefox, MozillaA while ago, Rob Arnold wrote a simple python caching proxy server for use with our Talos tests — the idea was that you’d run your test once against the proxy server in “record” mode, and then after that you can use the server for consistent local playback. I was giving some WebGL demos recently, [...]
mjs: Simple Vector and Matrix Math for JS
8 Comments Published by vladimir February 5th, 2010 in Canvas 3D, Firefox, MozillaOne common thread running through the many different and interesting WebGL projects out there is that they all need to do vector and matrix math, do it quickly, and do it in JavaScript. To date, developers have either rolled their own, or they’ve used Sylvester, a fairly featureful vector and matrix JavaScript library. One of [...]
Android Progress: More Pixels Edition
44 Comments Published by vladimir February 2nd, 2010 in Firefox, MozillaIt’s been a while since I posted a progress update (or really any blog post, ahem), but porting Firefox/Fennec to Android is progressing at a good clip. After working out a few kinks (and setting the all-important “you’re allowed to touch the network” permission), I just got our first page load: Mouse events sort of [...]
WebGL Draft Goes Public
Closed Published by vladimir December 10th, 2009 in Canvas 3D, Firefox, MozillaI’m pretty excited to have the WebGL draft spec available for review and comments today. There’s still plenty of time for feedback, but we’re far enough along to be able to solicit meaningful feedback. There are multiple implementations, which is a much better state than the early Canvas 3D work where things only worked during [...]
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