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The point is that if shadowBlur performed poorly in Chrome, people would either find a way to circumvent it, or wouldn't use it. Chrome gets a free pass for its
by strken 6y ago
The point is that if shadowBlur performed poorly in Chrome, people would either find a way to circumvent it, or wouldn't use it. Chrome gets a free pass for its failings, while Firefox attracts "Chrome Preferred" banners, and this is based on market share rather than software quality.
- Kiro 6y ago> or wouldn't use it I'm dealing with a similar issue in Firefox (https://bugzilla.mozilla.org/show_bug.cgi?id=925025 https://bugzilla.mozilla.org/show_bug.cgi?id=925025) and there's simply no way to do what I want without using a blur filter. So yes, if it didn't work in Chrome my game wouldn't exist but not sure how that is of any comfort to anyone.
- strken 6y agoThat sucks! From my knowledge of browser-based games, though, I think a lot of people are using webgl, where the solution would be to write a blur shader. If your game was written in a world where Firefox had 90% market share, you'd be more likely to go straight for webgl.
- onion2k 6y agoFor many aspects of web development you're absolutely right, but don't forget that this is a demo. It's a showcase of talent rather than an attempt to write something accessible in every browser. People have shown demos at parties that require a specific graphics card and a specific build of a driver in the past; something that requires a specific class of browser engine is probably OK.