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What keeps one from implementing a pure javascript implementation that renders to canvas? Do we need browsers to support formats anymore? With WebGL, WebCL, high speed JS and the canvas tag don't we have everything we need?


There's already such javascript libraries in existence for WebP (they also do WebM).

http://webpjs.appspot.com/

http://libwebpjs.hohenlimburg.org/vp8/webm-javascript-decode...

(There's also a shortcut in browsers like Firefox that support WebM and not WebP where you can turn a WebP file into a single frame WebM video and display it to canvas).

I would imagine that's a good route for lesser known image and audio formats (possibly even video formats) and backwards compatability but I'm not sure it's currently ideal for most image decoding on the web.

Someone should really try it out and see though, it's probably only a matter of time before things like this start moving into javascript.




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