Jesper

@Jespertheend
154 Followers
50 Following
234 Posts
@kylealden Ah that's unfortunate. Kind of crazy that I can't even sideload something like that on my own device because of Apple's limitations, but I guess that was to be expected.
@kylealden Is there a way to try this out myself? One of our (webgpu) games is currently crashing on iOS and I've got a feeling it would run totally fine on blink.
@jaffathecake Lmao it's just gaslighting itself at this point
@tomayac Nice to see it passes the acid test! 😆
@tojiro I disabled automatic updates about a year ago because I felt like they kept breaking crucial stuff without adding any meaningful new features. So I guess my recommendation would be vscode 1.96.4 from january 2025 lol
@mysk Tbf having to scroll all the way to the end on android isn't great either. Also quick tip: you can close multiple apps at once using multi touch, though I can't seem to close more than 4 at a time with a single gesture.
@slightlyoff what in the ransom letter
@jaffathecake Ah I see, well it's very cool regardless!
@jaffathecake I mean, I guess this could work for us, but there's still lots of situations where reading pixels is desirable. Such as allowing players to download screenshots, or auto adjusting expose based on brightness of a scene is also very common. So I'd rather avoid a tainted canvas where possible.
@jaffathecake Ohh it was my understanding that you were calling toDataURL() or toBlob() on the canvas and then passing that on to the WebGL side of things. But after checking the source code just now I see you're literally passing the entire canvas element, I forgot that this was a thing you can do.