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XRWebGLLayerInit.ignoreDepthValues - Web APIs
the xrwebgllayerinit dictionary's boolean ignore
depthvalues property can be provided in the options passed into the xrwebgllayer() constructor to indicate that the
depth buffer, if it exists, should be ignored while composing the scene.
... the
depth buffer is typically used to assist in ordering vertices and, by extension, polygons while compositing, to ensure that the scene is correctly composited, with objects the correct distance away and with clipping and other distance-related computations performed as accurately as possible.
... without the
depth buffer, these computations must rely entirely on the coordinates of each pixel.
...And 11 more matches
XRWebGLLayer.ignoreDepthValues - Web APIs
the read-only xrwebgllayer property ignore
depthvalues is a boolean value which is true if the session has been configured to ignore the values in the
depth buffer while rendering the scene.
... if the
depth buffer is being used to determine the position of vertices, this property is false.
... the value of ignore
depthvalues can only be set when the xrwebgllayer is instantiated, by setting the corresponding value in the xrwebgllayerinit object specified as the constructor's layerinit parameter.
...And 10 more matches
WebGLRenderingContext.depthFunc() - Web APIs
the webglrenderingcontext.
depthfunc() method of the webgl api specifies a function that compares incoming pixel
depth to the current
depth buffer value.
... syntax void gl.
depthfunc(func); parameters func a glenum specifying the
depth comparison function, which sets the conditions under which the pixel will be drawn.
...possible values are: gl.never (never pass) gl.less (pass if the incoming value is less than the
depth buffer value) gl.equal (pass if the incoming value equals the the
depth buffer value) gl.lequal (pass if the incoming value is less than or equal to the
depth buffer value) gl.greater (pass if the incoming value is greater than the
depth buffer value) gl.notequal (pass if the incoming value is not equal to the
depth buffer value) gl.gequal (pass if the incoming value is greater than or equal to the
depth buffer value) gl.always (always pass) return value none.
...And 5 more matches
XRWebGLLayerInit.depth - Web APIs
when using the xrwebgllayer() constructor to create a new webgl rendering layer for webxr, providing as the layerinit parameter an object whose
depth property is false will request that the new layer be created without a
depth buffer.
... syntax let layerinit = {
depth: false }; let gllayer = new xrwebgllayer(xrsession, gl, layerinit); let gllayer = new xrwebgllayer(xrsession, gl, {
depth: false }); value a boolean which can be set to false to specify that the new webgl layer should not have a
depth buffer.
... this means that the only source for
depth information is the vertex coordinates, and reduces the accuracy and quality of rendering, but may potentially affect the performance of rendering as well.
...And 5 more matches
WebGLRenderingContext.clearDepth() - Web APIs
the webglrenderingcontext.clear
depth() method of the webgl api specifies the clear value for the
depth buffer.
... this specifies what
depth value to use when calling the clear() method.
... syntax void gl.clear
depth(
depth); parameters
depth a glclampf specifying the
depth value used when the
depth buffer is cleared.
...And 3 more matches
WEBGL_depth_texture - Web APIs
the webgl_
depth_texture extension is part of the webgl api and defines 2d
depth and
depth-stencil textures.
... constants this extension adds a new constant: ext.unsigned_int_24_8_webgl unsigned integer type for 24-bit
depth texture data.
... extended methods this extension extends webglrenderingcontext.teximage2d(): the format and internalformat parameters now accept gl.
depth_component and gl.
depth_stencil.
...And 2 more matches
WebGLRenderingContext.depthMask() - Web APIs
the webglrenderingcontext.
depthmask() method of the webgl api sets whether writing into the
depth buffer is enabled or disabled.
... syntax void gl.
depthmask(flag); parameters flag a glboolean specifying whether or not writing into the
depth buffer is enabled.
... examples gl.
depthmask(false); to get the current
depth mask, query the
depth_writemask constant which returns a boolean.
...And 2 more matches
WebGLRenderingContext.depthRange() - Web APIs
the webglrenderingcontext.
depthrange() method of the webgl api specifies the
depth range mapping from normalized device coordinates to window or viewport coordinates.
... syntax void gl.
depthrange(znear, zfar); parameters znear a glclampf specifying the mapping of the near clipping plane to window or viewport coordinates.
... examples gl.
depthrange(0.2, 0.6); to check the current
depth range, query the
depth_range constant which returns a float32array gl.getparameter(gl.
depth_range); // float32array[0.2, 0.6] specifications specification status comment webgl 1.0the definition of '
depthrange' in that specification.
... opengl es 2.0the definition of 'gl
depthrangef' in that specification.
XRRenderState.depthFar - Web APIs
the
depthfar read-only property of the xrrenderstate interface returns the distance in meters of the far clip plane from the viewer.
... syntax var adouble = xrrenderstate.
depthfar; value a number.
... specifications specification status comment unknownthe definition of 'xrrenderstate.
depthfar' in that specification.
XRRenderState.depthNear - Web APIs
the
depthnear read-only property of the xrrenderstate interface returns the distance in meters of the near clip plane from the viewer.
... syntax var adouble = xrrenderstate.
depthnear; value a number.
... specifications specification status comment unknownthe definition of 'xrrenderstate.
depthnear' in that specification.
EXT_frag_depth - Web APIs
the ext_frag_
depth extension is part of the webgl api and enables to set a
depth value of a fragment from within the fragment shader.
... examples enable the extension: gl.getextension('ext_frag_
depth'); now the output variable gl_frag
depthext is available to set a
depth value of a fragment from within the fragment shader: <script type="x-shader/x-fragment"> void main() { gl_fragcolor = vec4(1.0, 0.0, 1.0, 1.0); gl_frag
depthext = 0.5; } </script> specifications specification status comment ext_frag_
depththe definition of 'ext_frag_
depth' in that specification.
Screen.colorDepth - Web APIs
the screen.color
depth read-only property returns the color
depth of the screen.
... syntax bit
depth = window.screen.color
depth; example // check the color
depth of the screen if ( window.screen.color
depth < 8) { // use low-color version of page } else { // use regular, colorful page } specification specification status comment css object model (cssom) view modulethe definition of 'screen.color
depth' in that specification.
Screen.pixelDepth - Web APIs
returns the bit
depth of the screen.
... syntax let
depth = window.screen.pixel
depth example // if there is not adequate bit
depth // choose a simpler color if ( window.screen.pixel
depth > 8 ) { document.style.color = "#faebd7"; } else { document.style.color = "#ffffff"; } specifications specification status comment css object model (cssom) view modulethe definition of 'screen.pixel
depth' in that specification.
WebGL constants - Web APIs
constant name value description
depth_buffer_bit 0x00000100 passed to clear to clear the current
depth buffer.
...
depth_range 0x0b70 passed to getparameter to return a length-2 array of floats giving the current
depth range.
...
depth_writemask 0x0b72 passed to getparameter to determine if the
depth write mask is enabled.
...And 24 more matches
Index - Web APIs
734 dompoint.z api, coordinate, dom, dompoint,
depth, geometry, geometry interfaces, point, position, property, reference, z the dompoint interface's z property specifies the
depth coordinate of a point in space.
... 747 dompointreadonly.z api, coordinates, dom, dompointreadonly,
depth, geometry, geometry interfaces, point, property, read-only, reference, z the dompointreadonly interface's z property holds the
depth coordinate, z, for a read-only point in space.
... 1034 documentfragment.queryselector() api, dom, documentfragment, method the documentfragment.queryselector() method returns the first element, or null if no matches are found, within the documentfragment (using
depth-first pre-order traversal of the document's nodes) that matches the specified group of selectors.
...And 14 more matches
Creating custom Firefox extensions with the Mozilla build system - Archive of obsolete content
so here's your basic, plain-vanilla top-level makefile (makefile.in in the main extension directory):
depth = ../..
... topsrcdir = @top_srcdir@ srcdir = @srcdir@ vpath = @srcdir@ include $(
depth)/config/autoconf.mk module = myextension dirs = public src xpi_name = myextension install_extension_id = myextension@mycompany.com xpi_pkgname = myextension dist_files = install.rdf include $(topsrcdir)/config/rules.mk a detailed description of the make process, describing the key features of this makefile, can be found here.
... the makefile in the public/ directory should follow this model:
depth = ../../..
...And 11 more matches
WebGL model view projection - Web APIs
the sections below offer an in-
depth look into the ideas behind and implementation of the model, view, and projection matrices.
...the z
depth in the squares determines what gets drawn on top when the squares share the same space.
...object is defined outside of this article this.webglprogram = mdn.createwebglprogramfromids(gl, 'vertex-shader', 'fragment-shader'); gl.useprogram(this.webglprogram); // save the attribute and uniform locations this.positionlocation = gl.getattriblocation(this.webglprogram, 'position'); this.colorlocation = gl.getuniformlocation(this.webglprogram, 'color'); // tell webgl to test the
depth when drawing, so if a square is behind // another square it won't be drawn gl.enable(gl.
depth_test); } webglbox draw now we'll create a method to draw a box on the screen.
...And 10 more matches
How Mozilla's build system works
all makefile.in files in mozilla have the same basic format:
depth = ../../../..
... topsrcdir = @top_srcdir@ srcdir = @srcdir@ vpath = @srcdir@ include $(
depth)/config/autoconf.mk # ...
... the
depth variable should be set to the relative path from your makefile.in to the top-level mozilla directory.
...And 8 more matches
Web video codec guide - Web media technologies
the potential effect of source video format and contents on the encoded video quality and size feature effect on quality effect on size color
depth (bit
depth) the higher the color bit
depth, the higher the quality of color fidelity is achieved in the video.
... additionally, in saturated portions of the image (that is, where colors are pure and intense, such as a bright, pure red [rgba(255, 0, 0, 1)]), color
depths below 10 bits per component (10-bit color) allow banding, where gradients cannot be represented without visible stepping of the colors.
... depending on the codec, higher color
depths may result in larger compressed file sizes.
...And 8 more matches
Bytecode Descriptions
format: jof_icindex loophead operands: (uint32_t icindex, uint8_t
depthhint) marks the target of the backwards jump for some loop.
...the
depthhint operand is a loop
depth hint for ion.
...its use count of 2 is a lie to make the stack
depth math work for this very odd control flow instruction.
...And 6 more matches
WebGL2RenderingContext.texSubImage3D() - Web APIs
syntax void gl.texsubimage3d(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, type, arraybufferview?
... srcdata, optional srcoffset); void gl.texsubimage3d(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, type, imagebitmap?
... pixels); void gl.texsubimage3d(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, type, imagedata?
...And 5 more matches
Image file type and format guide - Web media technologies
for example, an rgb color
depth of 8 indicates that each of the red, green, and blue components are represented by an 8-bit value.
... bit
depth, on the other hand, is the total number of bits used to represent each pixel in memory.
...conceptually similar to the animated gif format which has been in use for decades, apng is more capable in that it supports a variety of color
depths, whereas animated gif supports only 8-bit indexed color.
...And 5 more matches
nsIThreadObserver
last changed in gecko 1.9 (firefox 3) inherits from: nsisupports method overview void afterprocessnextevent(in nsithreadinternal thread, in unsigned long recursion
depth); void ondispatchedevent(in nsithreadinternal thread); void onprocessnextevent(in nsithreadinternal thread, in boolean maywait, in unsigned long recursion
depth); methods afterprocessnextevent() called by the nsithread method nsithread.processnextevent() after an event is processed.
... void afterprocessnextevent( in nsithreadinternal thread, in unsigned long recursion
depth ); parameters thread the nsithread on which the event was processed.
... recursion
depth the number of calls to nsithread.processnextevent() on the call stack in addition to the current call.
...And 3 more matches
Viewpoints and viewers: Simulating cameras in WebXR - Web APIs
in order to perceive
depth, it's necessary to have two perspectives on the scene.
... by comparing the two views, it's possible to recognize the
depth of objects and, by extension, the distance between the viewer and objects which are seen.
...the brain uses this data to construct the scene in our minds, using the slight differences between the two perspectives to figure out
depth and distance.
...And 3 more matches
Fundamentals of WebXR - Web APIs
that overlap is what gives us
depth perception; within the overlap area — which is around 115° across — we have
depth perception.
... outside that overlap area, our vision is monocular and lacks good
depth perception.
...the overlapping area, which is sort of a shade of purple, is the area in which the viewer has binocular vision and, as a result,
depth perception.
...And 3 more matches
Rendering and the WebXR frame animation callback - Web APIs
these factors, among others, are the source of our
depth perception.
... that distance (or whatever pupillary distance the xr system is configured to use) is enouigh to allow our minds to see just enough difference due to retinal disparity (the difference in what each retina sees) and the parallax effect to allow our brains to calculate the distance to and
depth of objects, thus enabling us to percieve three dimensions despite our retinas only being 2d surfaces.
...by combining that inferred
depth information with other cues such as perspective, shadows, memories of what these relationships mean, and so forth, we can figure out a great deal about the world around us.
...And 3 more matches
The "codecs" parameter in common media types - Web media technologies
av1 codec parameter string components component details p the one-digit profile number: av1 profile numbers profile number description 0 "main" profile; supports yuv 4:2:0 or monochrome bitstreams with bit
depth of 8 or 10 bits per component.
... dd the two-digit component bit
depth.
... 76 00 multiview
depth high profile based on the high profile, to which the main substream must adhere.
...And 3 more matches
WebGL2RenderingContext.clearBuffer[fiuv]() - Web APIs
syntax void gl.clearbufferfv(buffer, drawbuffer, values, optional srcoffset); void gl.clearbufferiv(buffer, drawbuffer, values, optional srcoffset); void gl.clearbufferuiv(buffer, drawbuffer, values, optional srcoffset); void gl.clearbufferfi(buffer, drawbuffer,
depth, stencil); parameters buffer a glenum specifying the buffer to clear.
... gl.
depth:
depth buffer.
... gl.
depth_stencil: clears
depth and stencil buffers (used with clearbufferfi).
...And 2 more matches
WebGL2RenderingContext.texImage3D() - Web APIs
syntax void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, glintptr offset); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, htmlcanvaselement source); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, htmlimageelement source); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, htmlvideoelement source); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, imagebitmap source); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, ...
...type, imagedata source); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, arraybufferview?
... srcdata); void gl.teximage3d(target, level, internalformat, width, height,
depth, border, format, type, arraybufferview srcdata, srcoffset); parameters target a glenum specifying the binding point (target) of the active texture.
...And 2 more matches
WebGLRenderingContext.getFramebufferAttachmentParameter() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.
depth_attachment: texture attachment for the framebuffer's
depth buffer.
... gl.
depth_stencil_attachment: texture attachment for both, the
depth and stencil buffer.
...And 2 more matches
WebGLRenderingContext - Web APIs
webglrenderingcontext.clear
depth() specifies the
depth value used when clearing the
depth buffer.
... webglrenderingcontext.
depthfunc() specifies a function that compares incoming pixel
depth to the current
depth buffer value.
... webglrenderingcontext.
depthmask() sets whether writing into the
depth buffer is enabled or disabled.
...And 2 more matches
WebGL best practices - Web APIs
https://github.com/binomialllc/basis_universal/blob/master/webgl/readme.md memory usage of
depth and stencil formats
depth and stencil attachments and formats are actually inseparable on many devices.
... you may ask for
depth_component24 or stencil_index8, but you're often getting d24x8 and x24s8 32bpp formats behind the scenes.
... assume that the memory usage of
depth and stencil formats is rounded up to the nearest four bytes.
...And 2 more matches
JS_SuspendRequest
syntax jsrefcount js_suspendrequest(jscontext *cx); void js_resumerequest(jscontext *cx, jsrefcount save
depth); name type description cx jscontext * the context whose current request is to be suspended or resumed.
... save
depth jsrefcount (only in js_resumerequest) the valued returned by the matching js_suspendrequest call.
...the save
depth argument must be the value returned by the matching js_suspendrequest call.
... if save
depth is nonzero and garbage collection is underway, js_resumerequest blocks until the garbage collector is done.
OVR_multiview2.framebufferTextureMultiviewOVR() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.
depth_attachment: attaches the texture to the framebuffer's
depth buffer.
... gl.
depth_stencil_attachment:
depth and stencil buffer.
... ext.color_attachment5_webgl ext.color_attachment6_webgl ext.color_attachment7_webgl ext.color_attachment8_webgl ext.color_attachment9_webgl ext.color_attachment10_webgl ext.color_attachment11_webgl ext.color_attachment12_webgl ext.color_attachment13_webgl ext.color_attachment14_webgl ext.color_attachment15_webgl when using the webgl_
depth_texture extension: ext.
depth_stencil_attachment:
depth and stencil buffer data storage.
WebGLRenderingContext.clear() - Web APIs
the preset values can be set by clearcolor(), clear
depth() or clearstencil().
...possible values are: gl.color_buffer_bit gl.
depth_buffer_bit gl.stencil_buffer_bit return value none.
... gl.clear(gl.
depth_buffer_bit); gl.clear(gl.
depth_buffer_bit | gl.color_buffer_bit); to get the current clear values, query the color_clear_value,
depth_clear_value, and stencil_clear_value constants.
... gl.getparameter(gl.color_clear_value); gl.getparameter(gl.
depth_clear_value); gl.getparameter(gl.stencil_clear_value); specifications specification status comment webgl 1.0the definition of 'clear' in that specification.
WebGLRenderingContext.framebufferTexture2D() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.
depth_attachment: attaches the texture to the framebuffer's
depth buffer.
... when using a webgl 2 context, the following values are available additionally: gl.
depth_stencil_attachment:
depth and stencil buffer.
... ext.color_attachment5_webgl ext.color_attachment6_webgl ext.color_attachment7_webgl ext.color_attachment8_webgl ext.color_attachment9_webgl ext.color_attachment10_webgl ext.color_attachment11_webgl ext.color_attachment12_webgl ext.color_attachment13_webgl ext.color_attachment14_webgl ext.color_attachment15_webgl when using the webgl_
depth_texture extension: gl.
depth_stencil_attachment:
depth and stencil buffer data storage.
WebGLRenderingContext.polygonOffset() - Web APIs
the webglrenderingcontext.polygonoffset() method of the webgl api specifies the scale factors and units to calculate
depth values.
... the offset is added before the
depth test is performed and before the value is written into the
depth buffer.
... syntax void gl.polygonoffset(factor, units); parameters factor a glfloat which sets the scale factor for the variable
depth offset for each polygon.
... units a glfloat which sets the multiplier by which an implementation-specific value is multiplied with to create a constant
depth offset.
WebGLRenderingContext.stencilOp() - Web APIs
zfail a glenum specifying the function to use when the stencil test passes, but the
depth test fails.
... zpass a glenum specifying the function to use when both the stencil test and the
depth test pass, or when the stencil test passes and there is no
depth buffer or
depth testing is disabled.
... gl.enable(gl.stencil_test); gl.stencilop(gl.incr, gl.decr, gl.invert); to get the current information about stencil and
depth pass or fail, query the following constants with getparameter().
... gl.getparameter(gl.stencil_fail); gl.getparameter(gl.stencil_pass_
depth_pass); gl.getparameter(gl.stencil_pass_
depth_fail); gl.getparameter(gl.stencil_back_fail); gl.getparameter(gl.stencil_back_pass_
depth_pass); gl.getparameter(gl.stencil_back_pass_
depth_fail); gl.getparameter(gl.stencil_bits); specifications specification status comment webgl 1.0the definition of 'stencilop' in that specification.
WebGLRenderingContext.stencilOpSeparate() - Web APIs
zfail a glenum specifying the function to use when the stencil test passes, but the
depth test fails.
... zpass a glenum specifying the function to use when both the stencil test and the
depth test pass, or when the stencil test passes and there is no
depth buffer or
depth testing is disabled.
... gl.enable(gl.stencil_test); gl.stencilopseparate(gl.front, gl.incr, gl.decr, gl.invert); to get the current information about stencil and
depth pass or fail, query the following constants with getparameter().
... gl.getparameter(gl.stencil_fail); gl.getparameter(gl.stencil_pass_
depth_pass); gl.getparameter(gl.stencil_pass_
depth_fail); gl.getparameter(gl.stencil_back_fail); gl.getparameter(gl.stencil_back_pass_
depth_pass); gl.getparameter(gl.stencil_back_pass_
depth_fail); gl.getparameter(gl.stencil_bits); specifications specification status comment webgl 1.0the definition of 'stencilopseparate' in that specification.
XRWebGLLayerInit - Web APIs
depth optional a boolean value which, if true, requests that the new layer have a
depth buffer; otherwise, no
depth layer is allocated.
... ignore
depthvalues optional a boolean value which indicates whether or not to ignore the contents of the
depth buffer while compositing the scene.
... examples given an xrsession, xrsession, and a webgl rendering context, gl, this snippet sets the rendering layer for the session, specifying the ignore
depthvalues option, indicating that the
depth buffer should not be used (or should not exist at all), and that the only source for distance information of any given point is its position relative to the viewer.
... const layeroptions = { ignore
depthvalues: true }; xrsession.updaterenderstate({ baselayer: new xrwebgllayer(xrsession, gl, layeroptions); }); specifications specification status comment webxr device apithe definition of 'xrwebgllayerinit' in that specification.
Array.prototype.flat() - JavaScript
the flat() method creates a new array with all sub-array elements concatenated into it recursively up to the specified
depth.
... syntax var newarray = arr.flat([
depth]); parameters
depth optional the
depth level specifying how deep a nested array structure should be flattened.
...flatdeep(val, d - 1) : val), []) : arr.slice(); }; flatdeep(arr, infinity); // [1, 2, 3, 4, 5, 6] use a stack // non recursive flatten deep using a stack // note that
depth control is hard/inefficient as we will need to tag each value with its own
depth // also possible w/o reversing on shift/unshift, but array ops on the end tends to be faster function flatten(input) { const stack = [...input]; const res = []; while(stack.length) { // pop value from stack const next = stack.pop(); if(array.isarray(next)) { // push back array items, won't mod...
...ify the original input stack.push(...next); } else { res.push(next); } } // reverse to restore input order return res.reverse(); } const arr = [1, 2, [3, 4, [5, 6]]]; flatten(arr); // [1, 2, 3, 4, 5, 6] use generator function function* flatten(array,
depth) { if(
depth === undefined) {
depth = 1; } for(const item of array) { if(array.isarray(item) &&
depth > 0) { yield* flatten(item,
depth - 1); } else { yield item; } } } const arr = [1, 2, [3, 4, [5, 6]]]; const flattened = [...flatten(arr, infinity)]; // [1, 2, 3, 4, 5, 6] please do not add polyfills on this article.
NPSetWindowCallbackStruct - Archive of obsolete content
syntax typedef struct { int32 type; display* display; visual* visual; colormap colormap; unsigned int
depth; } npsetwindowcallbackstruct; fields the data structure has the following fields: type always contains np_setwindow.
...
depth standard x toolkit attribute.
...
depth of the plug-in window or drawable.
MathML Demo: <mspace> - space
you can set the width ∑ x y height ∫ x y and
depth [ x y ] of mspace elements (click the math text to view the numeric values that are set).
...<br /> height <a class="control" href="javascript:upheight();" title="increase height">+</a>/ <a class="control" href="javascript:downheight();" title="decrease height">-</a> width <a class="control" href="javascript:upwidth();" title="increase width">+</a>/ <a class="control" href="javascript:downwidth();" title="decrease width">-</a>
depth <a class="control" href="javascript:up
depth();" title="increase
depth">+</a>/ <a class="control" href="javascript:down
depth();" title="decrease
depth">-</a> <math display="block"> <mstyle displaystyle="true"> <msqrt> <mrow> <mn>3</mn> <mspace style="background-color: yellow" id="thespace" height="0.1ex"
depth="0.1ex" width="0.1em" /> <mi>x</mi> </mrow> </msqrt> </mstyle> </math> </p> javas...
...cript content var height=0; var width=0; var
depth=0; function upheight() { height++; document.getelementbyid("thespace").setattribute("height",height+".1ex"); } function downheight() { height--; document.getelementbyid("thespace").setattribute("height",height+".1ex"); } function upwidth() { width++; document.getelementbyid("thespace").setattribute("width",width+".1em"); } function downwidth() { width--; document.getelementbyid("thespace").setattribute("width",width+".1em"); } function up
depth() {
depth++; document.getelementbyid("thespace").setattribute("
depth",
depth+".1ex"); } function down
depth() {
depth--; document.getelementbyid("thespace").setattribute("
depth",
depth+".1ex"); } ...
Hacking Tips
the backtrace contains in the following order, the stack
depth, the interpreter frame pointer (see js/src/vm/stack.h, stackframe class) or (nil) if compiled with ionmonkey, the file and line number of the call location and under parentheses, the jsscript pointer and the jsbytecode pointer (pc) executed.
...(gdb) cond 1 inlining
depth == 0 (gdb) dprintf js::jit::bailoutiontobaseline, "bailout from %s:%d:%d-%d\n", iter.script()->scriptsource()->filename_.mtuple.mfirsta, iter.script()->lineno_, iter.script()->sourcestart_, iter.script()->sourceend_ dprintf 2 at 0x7fb4f6fe43dc: js::jit::bailoutiontobaseline.
...sult&)' cont break 'presshell::renderdocument(nsrect const&, unsigned int, unsigned int, gfxcontext*)' set print object on set $x = <your x value> set $y = <your y value> print &((cairo_image_surface_t*)athebescontext->mdt.mrawptr->msurface).data[$y * ((cairo_image_surface_t*)athebescontext->mdt.mrawptr->msurface).stride + $x * ((cairo_image_surface_t*)athebescontext->mdt.mrawptr->msurface).
depth / 8] watch *(char*)<address of previous command> (note: if you set a watch on the previous expression gdb will watch the expression and run out of watchpoint) rr with emacs within emacs, do m-x gud-gdb and replace the command line with rr replay.
Shell global objects
savestack([max
depth [, compartment]]) capture a stack.
... if max
depth is given, capture at most max
depth number of frames.
...action may be: minorgc run a nursery collection majorgc run a major collection, nesting up to a given
depth getlcovinfo(global) generate lcov tracefile for the given compartment.
nsIXPConnect
nsistackframe createstackframelocation(in pruint32 alanguage, in string afilename, in string afunctionname, in print32 alinenumber, in nsistackframe acaller); void debugdump(in short
depth); void debugdumpevalinjsstackframe(in pruint32 aframenumber, in string asourcetext); void debugdumpjsstack(in prbool showargs, in prbool showlocals, in prbool showthisprops); void debugdumpobject(in nsisupports acomobj, in short
depth); [noscript,notxpcom] prbool definedomquickstubs(in jscontextptr cx, in jsobjectptr proto, in pruint32 flags, in pruint32 interf...
... in string afunctionname, in print32 alinenumber, in nsistackframe acaller ); parameters alanguage missing description afilename missing description afunctionname missing description alinenumber missing description acaller missing description return value missing description exceptions thrown missing exception missing description debugdump() void debugdump( in short
depth ); parameters
depth missing description exceptions thrown missing exception missing description debugdumpevalinjsstackframe() void debugdumpevalinjsstackframe( in pruint32 aframenumber, in string asourcetext ); parameters aframenumber missing description asourcetext missing description exceptions thrown missing exception missing description debugdumpjsstack() v...
...oid debugdumpjsstack( in prbool showargs, in prbool showlocals, in prbool showthisprops ); parameters showargs missing description showlocals missing description showthisprops missing description exceptions thrown missing exception missing description debugdumpobject() void debugdumpobject( in nsisupports acomobj, in short
depth ); parameters acomobj missing description
depth missing description exceptions thrown missing exception missing description definedomquickstubs() define quick stubs on the given object, @a proto.
Screen - Web APIs
screen.color
depth returns the color
depth of the screen.
... screen.pixel
depth gets the bit
depth of the screen.
... void seteventhandler(domstring type, eventhandler handler) eventhandler geteventhandler(domstring type) example if (screen.pixel
depth < 8) { // use low-color version of page } else { // use regular, colorful page } specification specification status comment css object model (cssom) view modulethe definition of 'screen' in that specification.
WebGL2RenderingContext.framebufferTextureLayer() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.
depth_attachment: attaches the texture to the framebuffer's
depth buffer.
... gl.
depth_stencil_attachment:
depth and stencil buffer.
WebGL2RenderingContext.invalidateFramebuffer() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.
depth_attachment: invalidates the framebuffer's
depth buffer.
... gl.
depth_stencil_attachment: invalidates both the framebuffer's
depth and stencil buffer.
WebGL2RenderingContext.invalidateSubFramebuffer() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.
depth_attachment: invalidates the framebuffer's
depth buffer.
... gl.
depth_stencil_attachment: invalidates both the framebuffer's
depth and stencil buffer.
WebGLRenderingContext.disable() - Web APIs
gl.
depth_test deactivates
depth comparisons and updates to the
depth buffer.
... see webglrenderingcontext.
depthfunc().
... gl.polygon_offset_fill deactivates adding an offset to
depth values of polygon's fragments.
WebGLRenderingContext.enable() - Web APIs
gl.
depth_test activates
depth comparisons and updates to the
depth buffer.
... see webglrenderingcontext.
depthfunc().
... gl.polygon_offset_fill activates adding an offset to
depth values of polygon's fragments.
WebGLRenderingContext.getParameter() - Web APIs
gl.
depth_bits glint gl.
depth_clear_value glfloat gl.
depth_func glenum gl.
depth_range float32array (with 2 elements) gl.
depth_test glboolean gl.
depth_writemask glboolean gl.dither glboolean gl.element_array_buffer_binding webglbuffer gl.framebuffer_binding webglframebuffer or n...
... gl.sample_coverage_invert glboolean gl.sample_coverage_value glfloat gl.samples glint gl.scissor_box int32array (with 4 elements) gl.scissor_test glboolean gl.shading_language_version domstring gl.stencil_back_fail glenum gl.stencil_back_func glenum gl.stencil_back_pass_
depth_fail glenum gl.stencil_back_pass_
depth_pass glenum gl.stencil_back_ref glint gl.stencil_back_value_mask gluint gl.stencil_back_writemask gluint gl.stencil_bits glint gl.stencil_clear_value glint gl.stencil_fail glenum gl.stencil_func glenum gl.stencil_pas...
...s_
depth_fail glenum gl.stencil_pass_
depth_pass glenum gl.stencil_ref glint gl.stencil_test glboolean gl.stencil_value_mask gluint gl.stencil_writemask gluint gl.subpixel_bits glint gl.texture_binding_2d webgltexture or null gl.texture_binding_cube_map webgltexture or null gl.unpack_alignment glint gl.unpack_colorspace_conversion_webgl glenum gl.unpack_flip_y_webgl glboolean gl.unpack_premultiply_alpha_webgl glboolean gl.vendor domstring gl.version domstring gl.viewport int32array (with 4 elements) webgl 2 you can query the following pname param...
WebGLRenderingContext.isEnabled() - Web APIs
gl.
depth_test
depth comparisons and updates to the
depth buffer.
... see webglrenderingcontext.
depthfunc().
... gl.polygon_offset_fill adding an offset to
depth values of polygon's fragments.
Matrix math for the web - Web APIs
veme = document.getelementbyid('move-me'); // returns a result like: "matrix3d(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 50, 100, 0, 1);" let matrix3drule = matrixarraytocssmatrix(translationmatrix); // set the transform moveme.style.transform = matrix3drule; view on jsfiddle scale matrix a scale matrix makes something larger or smaller in one or more of the three dimensions: width, height, and
depth.
... the amount of change to apply to each of the width, height, and
depth is placed diagonally starting at the top-left corner and making their way down toward the bottom-right.
... let w = 1.5; // width (x) let h = 0.7; // height (y) let d = 1; //
depth (z) let scalematrix = [ w, 0, 0, 0, 0, h, 0, 0, 0, 0, d, 0, 0, 0, 0, 1 ]; view on jsfiddle rotation matrix a rotation matrix is used to rotate a point or object.
WebGL: 2D and 3D graphics for the web - Web APIs
webglcontextevent webglframebuffer webglprogram webglquery webglrenderbuffer webglsampler webglshader webglshaderprecisionformat webglsync webgltexture webgltransformfeedback webgluniformlocation webglvertexarrayobject extensions angle_instanced_arrays ext_blend_minmax ext_color_buffer_float ext_color_buffer_half_float ext_disjoint_timer_query ext_float_blend ext_frag_
depth ext_srgb ext_shader_texture_lod ext_texture_compression_bptc ext_texture_compression_rgtc ext_texture_filter_anisotropic khr_parallel_shader_compile oes_element_index_uint oes_fbo_render_mipmap oes_standard_derivatives oes_texture_float oes_texture_float_linear oes_texture_half_float oes_texture_half_float_linear oes_vertex_array_object ovr_multiview2 webgl_color_buffer_float web...
...gl_compressed_texture_astc webgl_compressed_texture_atc webgl_compressed_texture_etc webgl_compressed_texture_etc1 webgl_compressed_texture_pvrtc webgl_compressed_texture_s3tc webgl_compressed_texture_s3tc_srgb webgl_debug_renderer_info webgl_debug_shaders webgl_
depth_texture webgl_draw_buffers webgl_lose_context events webglcontextlost webglcontextrestored webglcontextcreationerror constants and types webgl constants webgl types webgl 2 webgl 2 is a major update to webgl which is provided through the webgl2renderingcontext interface.
... it is based on opengl es 3.0 and new features include: 3d textures, sampler objects, uniform buffer objects, sync objects, query objects, transform feedback objects, promoted extensions that are now core to webgl 2: vertex array objects, instancing, multiple render targets, fragment
depth.
Movement, orientation, and motion: A WebXR example - Web APIs
pose = null; animationframerequestid = session.requestanimationframe(drawframe); adjustedrefspace = applyviewercontrols(xrreferencespace); pose = frame.getviewerpose(adjustedrefspace); if (pose) { let gllayer = session.renderstate.baselayer; gl.bindframebuffer(gl.framebuffer, gllayer.framebuffer); logglerror("bindframebuffer"); gl.clearcolor(0, 0, 0, 1.0); gl.clear
depth(1.0); // clear everything gl.clear(gl.color_buffer_bit | gl.
depth_buffer_bit); logglerror("glclear"); const deltatime = (time - lastframetime) * 0.001; // convert to seconds lastframetime = time; for (let view of pose.views) { let viewport = gllayer.getviewport(view); gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height); log...
...; const modelviewmatrix = mat4.create(); function renderscene(gl, view, programinfo, buffers, texture, deltatime) { const xrotationfortime = (xrotationdegreespersecond * radians_per_degree) * deltatime; const yrotationfortime = (yrotationdegreespersecond * radians_per_degree) * deltatime; const zrotationfortime = (zrotationdegreespersecond * radians_per_degree) * deltatime; gl.enable(gl.
depth_test); // enable
depth testing gl.
depthfunc(gl.lequal); // near things obscure far things if (enablerotation) { mat4.rotate(cubematrix, // destination matrix cubematrix, // matrix to rotate zrotationfortime, // amount to rotate in radians [0, 0, 1]); // axis to rotate around (z) mat4.rotate(cubematrix, ...
... after enabling and configuring
depth testing, we check the value of the enablerotation constant to see if rotation of the cube is enabled; if it is, we use glmatrix to rotate the cubematrix (representing the cube's current orientation relative to the world space) around the three axes.
XRRenderStateInit - Web APIs
depthfar optional a floating-point value specifying the distance in meters from the viewer to the far clip plane, which is a plane parallel to the display surface beyond which no further rendering will occur.
... all rendering will take place between the distances specified by
depthnear and
depthfar.
...
depthnear optional a floating-point value indicating the distance in meters from the viewer to a plane parallel to the display surface to be the near clip plane.
XRSession.updateRenderState() - Web APIs
depthfar optional a floating-point value specifying the distance in meters from the viewer to the far clip plane, which is a plane parallel to the display surface beyond which no further rendering will occur.
... all rendering will take place between the distances specified by
depthnear and
depthfar.
...
depthnear optional a floating-point value indicating the distance in meters from the viewer to a plane parallel to the display surface to be the near clip plane.
XRWebGLLayer.framebuffer - Web APIs
opaque framebuffers initialized with the
depth property set to false will not have a
depth buffer and will rely on the coordinates alone to determine distance.
... note: the
depth and stencil properties are not required to be supported in order for a browser to be construed as having full webgl support.
... the
depth buffer's clear value is the number 1.0.
Array.prototype.flatMap() - JavaScript
it is identical to a map() followed by a flat() of
depth 1, but flatmap() is often quite useful, as merging both into one method is slightly more efficient.
... return value a new array with each element being the result of the callback function and flattened to a
depth of 1.
...the flatmap method is identical to a map followed by a call to flat of
depth 1.
Using Dependent Libraries In Extension Components - Archive of obsolete content
xtension-directory/install.rdf extension-directory/libraries/dependent1.dll extension-directory/libraries/dependent2.dll extension-directory/libraries/component.dll extension-directory/components/interface1.xpt extension-directory/components/interface2.xpt extension-directory/components/bsmedberg_stub.dll extensions/stub/makefile.in # copyright (c) 2005 benjamin smedberg <benjamin@smedbergs.us>
depth = ../..
... srcdir = @srcdir@ topsrcdir = @top_srcdir@ vpath = @srcdir@ include $(
depth)/config/autoconf.mk module = bsmedberg library_name = bsmedberg_stub is_component = 1 force_shared_lib = 1 requires = \ xpcom \ string \ $(null) cppsrcs = bdsstubloader.cpp extra_dso_ldopts += \ $(dist)/lib/$(lib_prefix)xpcomglue_s.$(lib_suffix) \ $(xpcom_frozen_ldopts) \ $(nspr_libs) \ $(null) include $(topsrcdir)/config/rules.mk defines += -dmoz_dll_prefix=\"$(dll_prefix)\" extensions/stub/bdsstubloader.cpp // copyright (c) 2005 benjamin smedberg <benjamin@smedbergs.us> #include "nscore.h" #include "nsmodule.h" #include "prlink.h" #include "nsilocalfile.h" #include "nsstringapi.h" #include "nscomptr.h" static char const *const kdependentlibraries[] = { // dependent1.dll on windows, libdepende...
XML data - Archive of obsolete content
copy and paste the content from here, making sure that you scroll to get all of it: <?xml version="1.0"?> <!-- xml demonstration --> <?xml-stylesheet type="text/css" href="style9.css"?> <!doctype planet> <planet> <ocean> <name>arctic</name> <area>13,000</area> <
depth>1,200</
depth> </ocean> <ocean> <name>atlantic</name> <area>87,000</area> <
depth>3,900</
depth> </ocean> <ocean> <name>pacific</name> <area>180,000</area> <
depth>4,000</
depth> </ocean> <ocean> <name>indian</name> <area>75,000</area> <
depth>3,900</
depth> </ocean> <ocean> <name>southern</name> <area>20,000</area> <
depth>4,500</
depth> </ocean> </planet> make a new css file, style9.css.
...5em; background-color: #cdf; } planet { display: block; margin: 2em 1em; border: 4px solid #cdf; padding: 0px 1em; background-color: white; } ocean { display: block; margin-bottom: 1em; } name { display: block; font-weight: bold; font-size: 150%; } area { display: block; } area:before { content: "area: "; } area:after { content: " million km\b2"; }
depth { display: block; }
depth:before { content: "mean
depth: "; }
depth:after { content: " m"; } open the document in your browser: oceans arctic area: 13,000 million km² mean
depth: 1,200 m atlantic area: 87,000 million km² mean
depth: 3,900 m .
Mozilla Crypto FAQ - Archive of obsolete content
(you may also be interested in a more in-
depth analysis of the new regulations, with an emphasis on how they affect open source software.) for more information on the ssl, s/mime, pki, and other crypto source code being developed as part of the mozilla project, see the pki project page and of course the source code itself.
...an in-
depth (but badly outdated) discussion of the legal framework for regulation of cryptography in various countries around the world, including the u.s.
Using LDAP XPCOM with XULRunner - Archive of obsolete content
create a subdirectory extensions/ldapstub in the mozilla source code directory, containing two files, makefile.in and ldapstubloader.cpp: makefile.in: # copyright (c) 2005 benjamin smedberg <benjamin@smedbergs.us>
depth = ../..
... srcdir = @srcdir@ topsrcdir = @top_srcdir@ vpath = @srcdir@ include $(
depth)/config/autoconf.mk module = mozldapstub library_name = mozldap_stub is_component = 1 force_shared_lib = 1 requires = \ xpcom \ string \ $(null) cppsrcs = ldapstubloader.cpp extra_dso_ldopts += \ $(dist)/lib/$(lib_prefix)xpcomglue_s.$(lib_suffix) \ $(xpcom_frozen_ldopts) \ $(nspr_libs) \ $(null) include $(topsrcdir)/config/rules.mk defines += -dmoz_dll_prefix=\"$(dll_prefix)\" ldapstubloader.cpp: // copyright (c) 2005 benjamin smedberg <benjamin@smedbergs.us> #include "nscore.h" #include "nsmodule.h" #include "prlink.h" #include "nsilocalfile.h" #include "nsstringapi.h" #include "nscomptr.h" static char const *const kdependentlibraries[] = { #ifdef ns_win32 moz_dll_prefix "nsldap32v50" moz_dll...
Mozilla accessibility architecture
the assistive technology can choose to get the entire tree by using a
depth- or breadth- first search, it can choose to get accessibles only based on events like focus, or it can get the accessible at a given point on the screen.
...if nsnull is returned than the tree walker checks the next node, in
depth first order.
How to add a build-time test
in <tt>yourmoduledir/tests_type/makefile.in</tt> change
depth, module, and xpcshell_tests appropriately:
depth should be a relative path pointing to <tt>mozilla/</tt>, e.g.
... if you're in <tt>netwerk/test</tt>, set
depth = ../..
Introduction to the JavaScript shell
dumpheap([filename[, start[, tofind[, max
depth[, toignore]]]]]) added in spidermonkey 1.8 dump the graph of all existing objects (or a specific interesting subgraph) to a file.
...--- 15: print("you entered " + n1 + " and " + n2 + "\n"); 00044: 15 name "print" 00047: 15 pushobj 00048: 15 string "you entered " 00051: 15 getvar 0 00054: 15 add 00055: 15 string " and " 00058: 15 add 00059: 15 getvar 1 00062: 15 add 00063: 15 string "\\n" 00066: 15 add 00067: 15 call 1 00070: 15 pop 00071: 15 stop dumpheap(([filename[, start[, tofind[, max
depth[, toignore]]]]]) dump gc information.
JS_DumpHeap
syntax bool js_dumpheap(jsruntime *rt, file *fp, void* startthing, jsgctracekind kind, void *thingtofind, size_t max
depth, void *thingtoignore); name type description cx jscontext * pointer to a js context.
... max
depth size_t the upper bound on the number of edges to descend from the graph roots.
imgIContainer
obsolete since gecko 2.0 void appendpalettedframe(in print32 ax, in print32 ay, in print32 awidth, in print32 aheight, in gfximageformat aformat, in pruint8 apalette
depth, [array, size_is(imagelength)] out pruint8 imagedata, out unsigned long imagelength, [array, size_is(palettelength)] out pruint32 palettedata, out unsigned long palettelength); native code only!
...void appendpalettedframe( in print32 ax, in print32 ay, in print32 awidth, in print32 aheight, in gfximageformat aformat, in pruint8 apalette
depth, [array, size_is(imagelength)] out pruint8 imagedata, out unsigned long imagelength, [array, size_is(palettelength)] out pruint32 palettedata, out unsigned long palettelength ); parameters ax missing description ay missing description awidth missing description aheight missing description aformat missing description apalette
depth missing d...
nsIScreen
method overview void getavailrect(out long left, out long top, out long width, out long height); void getrect(out long left, out long top, out long width, out long height); void lockminimumbrightness(in unsigned long brightness); void unlockminimumbrightness(in unsigned long brightness); attributes attribute type description color
depth long the screen's color
depth; this is the number of bits used to represent a color.
... pixel
depth long the screen's pixel
depth; this is the number of bits used to represent a pixel.
Frame rate - Firefox Developer Tools
it gives you a quick indication of where your site might be having problems, enabling you to use the other tools for a more in-
depth analysis.
... using the frame rate graph the great value of the frame rate graph is that, like the web console, it gives you a quick indication of where your site might be having problems, enabling you to use the other tools for more in-
depth analysis.
HTMLCanvasElement.getContext() - Web APIs
contextattributes you can use several context attributes when creating your rendering context, for example: const gl = canvas.getcontext('webgl', { antialias: false,
depth: false }); 2d context attributes: alpha: boolean that indicates if the canvas contains an alpha channel.
...
depth: boolean that indicates that the drawing buffer has a
depth buffer of at least 16 bits.
OffscreenCanvas.getContext() - Web APIs
contextattributes you can use several context attributes when creating your rendering context, for example: offscreen.getcontext("webgl", { antialias: false,
depth: false }); 2d context attributes: alpha: boolean that indicates if the canvas contains an alpha channel.
...
depth: boolean that indicates that the drawing buffer has a
depth buffer of at least 16 bits.
Screen Capture API - Web APIs
see the article using the screen capture api for a more in-
depth look at how to use the api to capture screen contents as a stream.
... see using feature policy for a more in-
depth explanation of how feature policy is used.
VRStageParameters - Web APIs
vrstageparameters.sizey read only returns the
depth of the play-area bounds in meters.
...ters object if(stageparams === null) { info.textcontent = 'your vr hardware does not support room-scale experiences.' } else { info.innerhtml = '<strong>display stage parameters</strong>' + '<br>sitting to standing transform: ' + stageparams.sittingtostandingtransform + '<br>play area width (m): ' + stageparams.sizex + '<br>play area
depth (m): ' + stageparams.sizey } }); specifications specification status comment webvr 1.1the definition of 'vrstageparameters' in that specification.
WebGL2RenderingContext.compressedTexSubImage3D() - Web APIs
syntax // read from the buffer bound to gl.pixel_unpack_buffer void gl.compressedtexsubimage3d(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, imagesize, offset); void gl.compressedtexsubimage3d(target, level, xoffset, yoffset, zoffset, width, height,
depth, format, arraybufferview srcdata, optional srcoffset, optional srclengthoverride); parameters target a glenum specifying the binding point (target) of the active texture.
...
depth a glsizei specifying the
depth of the texture.
WebGL2RenderingContext.texStorage3D() - Web APIs
syntax void gl.texstorage3d(target, levels, internalformat, width, height,
depth); parameters target a glenum specifying the binding point (target) of the active texture.
...
depth a glsizei specifying the
depth of the texture.
WebGLRenderingContext.checkFramebufferStatus() - Web APIs
possible values: gl.framebuffer: collection buffer data storage of color, alpha,
depth and stencil buffers used to render an image.
... gl.framebuffer_unsupported: the format of the attachment is not supported or if
depth and stencil attachments are not the same renderbuffer.
WebGLRenderingContext.compressedTexImage[23]D() - Web APIs
, level, internalformat, width, height, border, glsizei imagesize, glintptr offset); void gl.compressedteximage2d(target, level, internalformat, width, height, border, arraybufferview srcdata, optional srcoffset, optional srclengthoverride); // read from buffer bound to gl.pixel_unpack_buffer void gl.compressedteximage3d(target, level, internalformat, width, height,
depth, border, glsizei imagesize, glintptr offset); void gl.compressedteximage3d(target, level, internalformat, width, height,
depth, border, arraybufferview srcdata, optional srcoffset, optional srclengthoverride); parameters target a glenum specifying the binding point (target) of the active texture.
...
depth a glsizei specifying the
depth of the texture/the number of textures in a texture_2d_array.
WebGLRenderingContext.getExtension() - Web APIs
the current extensions are: angle_instanced_arrays ext_blend_minmax ext_color_buffer_float ext_color_buffer_half_float ext_disjoint_timer_query ext_float_blend ext_frag_
depth ext_srgb ext_shader_texture_lod ext_texture_compression_bptc ext_texture_compression_rgtc ext_texture_filter_anisotropic khr_parallel_shader_compile oes_element_index_uint oes_fbo_render_mipmap oes_standard_derivatives oes_texture_float oes_texture_float_linear oes_texture_half_float oes_texture_half_float_linear oes_vertex_array_object ovr_multiview2 webgl_color_buffer_float web...
...gl_compressed_texture_astc webgl_compressed_texture_atc webgl_compressed_texture_etc webgl_compressed_texture_etc1 webgl_compressed_texture_pvrtc webgl_compressed_texture_s3tc webgl_compressed_texture_s3tc_srgb webgl_debug_renderer_info webgl_debug_shaders webgl_
depth_texture webgl_draw_buffers webgl_lose_context specifications specification status comment webgl 1.0the definition of 'webglrenderingcontext.getextension' in that specification.
WebGLRenderingContext.getSupportedExtensions() - Web APIs
the current extensions are: angle_instanced_arrays ext_blend_minmax ext_color_buffer_float ext_color_buffer_half_float ext_disjoint_timer_query ext_float_blend ext_frag_
depth ext_srgb ext_shader_texture_lod ext_texture_compression_bptc ext_texture_compression_rgtc ext_texture_filter_anisotropic khr_parallel_shader_compile oes_element_index_uint oes_fbo_render_mipmap oes_standard_derivatives oes_texture_float oes_texture_float_linear oes_texture_half_float oes_texture_half_float_linear oes_vertex_array_object ovr_multiview2 webgl_color_buffer_float web...
...gl_compressed_texture_astc webgl_compressed_texture_atc webgl_compressed_texture_etc webgl_compressed_texture_etc1 webgl_compressed_texture_pvrtc webgl_compressed_texture_s3tc webgl_compressed_texture_s3tc_srgb webgl_debug_renderer_info webgl_debug_shaders webgl_
depth_texture webgl_draw_buffers webgl_lose_context specifications specification status comment webgl 1.0the definition of 'webglrenderingcontext.getsupportedextensions' in that specification.
WebGLRenderingContext.renderbufferStorage() - Web APIs
gl.
depth_component16: 16
depth bits.
... gl.
depth_stencil when using a webgl 2 context, the following values are available additionally: gl.r8 gl.r8ui gl.r8i gl.r16ui gl.r16i gl.r32ui gl.r32i gl.rg8 gl.rg8ui gl.rg8i gl.rg16ui gl.rg16i gl.rg32ui gl.rg32i gl.rgb8 gl.rgba8 gl.srgb8_alpha8 (also available as an extension for webgl 1, see below) gl.rgb10_a2 gl.rgba8ui gl.rgba8i gl.rgb10_a2ui gl.rgba16ui gl.rgba16i gl.rgba32i gl.rgba32ui gl.
depth_component24 gl.
depth_component32f gl.
depth24_stencil8 gl.
depth32f_stencil8 when using the webgl_color_buffer_float extension: ext.rgba32f_ext: rgba 32-bit floating-point type.
WebGLRenderingContext.texImage2D() - Web APIs
when using the webgl_
depth_texture extension: gl.
depth_component gl.
depth_stencil when using the ext_srgb extension: ext.srgb_ext ext.srgb_alpha_ext when using a webgl 2 context, the following values are available additionally: gl.r8 gl.r16f gl.r32f gl.r8ui gl.rg8 gl.rg16f gl.rg32f gl.rg8ui gl.rg16ui gl.rg32ui gl.rgb8 gl.srgb8 ...
... when using the webgl_
depth_texture extension: gl.unsigned_short gl.unsigned_int ext.unsigned_int_24_8_webgl (constant provided by the extension) when using the oes_texture_float extension: gl.float when using the oes_texture_half_float extension: ext.half_float_oes (constant provided by the extension) when using a webgl 2 context, the following values are available...
Adding 2D content to a WebGL context - Web APIs
function drawscene(gl, programinfo, buffers) { gl.clearcolor(0.0, 0.0, 0.0, 1.0); // clear to black, fully opaque gl.clear
depth(1.0); // clear everything gl.enable(gl.
depth_test); // enable
depth testing gl.
depthfunc(gl.lequal); // near things obscure far things // clear the canvas before we start drawing on it.
... gl.clear(gl.color_buffer_bit | gl.
depth_buffer_bit); // create a perspective matrix, a special matrix that is // used to simulate the distortion of perspective in a camera.
Using WebGL extensions - Web APIs
extension list the current extensions are: angle_instanced_arrays ext_blend_minmax ext_color_buffer_float ext_color_buffer_half_float ext_disjoint_timer_query ext_float_blend ext_frag_
depth ext_srgb ext_shader_texture_lod ext_texture_compression_bptc ext_texture_compression_rgtc ext_texture_filter_anisotropic khr_parallel_shader_compile oes_element_index_uint oes_fbo_render_mipmap oes_standard_derivatives oes_texture_float oes_texture_float_linear oes_texture_half_float oes_texture_half_float_linear oes_vertex_array_object ovr_multiview2 webgl_color_buffer_float web...
...gl_compressed_texture_astc webgl_compressed_texture_atc webgl_compressed_texture_etc webgl_compressed_texture_etc1 webgl_compressed_texture_pvrtc webgl_compressed_texture_s3tc webgl_compressed_texture_s3tc_srgb webgl_debug_renderer_info webgl_debug_shaders webgl_
depth_texture webgl_draw_buffers webgl_lose_context enabling an extension before an extension can be used it has to be enabled using webglrenderingcontext.getextension().
WebXR performance guide - Web APIs
managing use of
depth ...
... this section will combine information from https://github.com/immersive-web/webxr/blob/master/explainer.md#controlling-
depth-precision and https://github.com/immersive-web/webxr/blob/master/explainer.md#preventing-the-compositor-from-using-the-
depth-buffer optimizing memory use when using libraries that perform things such as matrix mathematics, you typically have a number of working variables through which various vectors, matrices, and quaternions pass over time.
WindowOrWorkerGlobalScope.setTimeout() - Web APIs
timeouts throttled to ≥ 4ms in modern browsers, settimeout()/setinterval() calls are throttled to a minimum of once every 4 ms when successive calls are triggered due to callback nesting (where the nesting level is at least a certain
depth), or after certain number of successive intervals.
...firefox) — on setinterval() calls made from anywhere, or when a nested settimeout() is called where the nesting level is at least a certain
depth.
XRRenderState - Web APIs
depthfar read only the distance, in meters, of the far clip plane from the viewer.
...
depthnear read only the distance, in meters, of the near clip plane from the viewer.
XRWebGLLayer() - Web APIs
depth optional a boolean value which, if true, requests that the new layer have a
depth buffer; otherwise, no
depth layer is allocated.
... ignore
depthvalues optional a boolean value which indicates whether or not to ignore the contents of the
depth buffer while compositing the scene.
XRWebGLLayerInit.stencil - Web APIs
the stencil buffer is an optional buffer which, just like the
depth buffer, contains one entry for every pixel in the frame buffer.
... also just like the
depth buffer, the value of an enter in the stencil buffer directly affects how (or if) the corresponding pixel is drawn during rendering.
Web APIs
motioneventrotationrate deviceorientationevent deviceproximityevent directoryentrysync directoryreadersync displaymediastreamconstraints document documentfragment documentorshadowroot documenttimeline documenttouch documenttype doublerange dragevent dynamicscompressornode e ext_blend_minmax ext_color_buffer_float ext_color_buffer_half_float ext_disjoint_timer_query ext_float_blend ext_frag_
depth ext_srgb ext_shader_texture_lod ext_texture_compression_bptc ext_texture_compression_rgtc ext_texture_filter_anisotropic eckeygenparams eckeyimportparams ecdhkeyderiveparams ecdsaparams effecttiming element elementcssinlinestyle elementtraversal errorevent event eventlistener eventsource eventtarget extendableevent extendablemessageevent f featurepolicy federatedcredential fetchevent fil...
...gion validitystate videoconfiguration videoplaybackquality videotrack videotracklist visualviewport w webgl_color_buffer_float webgl_compressed_texture_astc webgl_compressed_texture_atc webgl_compressed_texture_etc webgl_compressed_texture_etc1 webgl_compressed_texture_pvrtc webgl_compressed_texture_s3tc webgl_compressed_texture_s3tc_srgb webgl_debug_renderer_info webgl_debug_shaders webgl_
depth_texture webgl_draw_buffers webgl_lose_context wakelock wakelocksentinel waveshapernode webgl2renderingcontext webglactiveinfo webglbuffer webglcontextevent webglframebuffer webglprogram webglquery webglrenderbuffer webglrenderingcontext webglsampler webglshader webglshaderprecisionformat webglsync webgltexture webgltransformfeedback webgluniformlocation webglvertexarrayobject webkitcssmat...
Architecture - Accessibility
in firefox, the results of getendindex will always be the startindex + 1, because links are always just represented by a single embedded object character (c) to get the next char fom a given offset in an accessible text: if current char is 0 (end of string), then we are on a hard line break: get next node (typical
depth first search), and set the current offset = 0 iatext::ch = getcharacteratoffset(++offset); if ch == embedded object char (0xfffc) then get object for that offset (see a above), then set the current offset to -1, and go to step 2 if ch == 0 then we must determine whether we're on a hard line break: if the current accessible's ia2 role is section, heading or paragraph then we are o...
... if the next character does not exist, proceed to the next accessible in
depth first search order and recurse on the first character until a non-embed is found.
Link types - HTML: Hypertext Markup Language
if one or several up link types are also present, the number of these up indicates the
depth of the current page in the hierarchy.
... the number of up link types indicates the
depth difference between the current page and the linked resource.
<mpadded> - MathML
depth sets or increments the
depth.
... pseudo-units it is possible to use the keywords "
depth", "height", and "width" as a pseudo-unit for the attributes
depth, height, lspace, voffset, and width.
<mspace> - MathML
depth the desired
depth (below the baseline) of the space (see length for values and units).
... examples <math> <mspace
depth="40px" height="20px" /> <mspace width="100px" /> </math> specifications specification status comment mathml 3.0the definition of 'mspace' in that specification.
Index of archived content - Archive of obsolete content
y and packaging it up for distribution making it into a static overlay prerequisites specifying the appearance tinderbox creating a release tag creating a skin for firefox/getting started creating a skin for mozilla faq getting started in-
depth links contents.rdf toolbarbindings.xml creating a skin for seamonkey 2.x getting started chrome.manifest install.rdf creating a hybrid cd creating regular expressions for a microsummary generator dtrace ...
E4X for templating - Archive of obsolete content
/* the first two arguments are optional: (h is a handler with an explicit argument v only, or beginning with k, v) lev is optional argument to note recursive
depth (if part of recursion) */ function foreach (min, max, arr, h, lev) { var k, ret=<></>, it = 1; lev = lev || 0; if (typeof min === 'number') { if (typeof max !== 'number') { lev = h; h = arr; arr = max; max = min; min = 1; } } else { lev = arr; h = max; arr = min; max = n...
Images in HTML - Learn web development
in this article we'll look at how to use it in
depth, including the basics, annotating it with captions using <figure>, and detailing how it relates to css background images.
Index - Learn web development
274 componentizing our react app beginner, frameworks, javascript, learn, react, client-side, events, interactivity, state and that's it for this article — we've gone into some
depth on how to break up your app nicely into components, end render them efficiently.
JavaScript — Dynamic client-side scripting - Learn web development
after getting familiar with the basics of javascript, you should be in a position to learn about more advanced topics, for example: javascript in
depth, as taught in our javascript guide web apis modules this topic contains the following modules, in a suggested order for working through them.
Aprender y obtener ayuda - Learn web development
many people prefer textual articles for more in-
depth learning and reference material, and videos for quick explanations of concepts and new features, but it is really up to you what you prefer to learn from.
Handling common HTML and CSS problems - Learn web development
n:hover { background-color: rgba(255,0,0,0.5); } button:active { box-shadow: inset 1px 1px 3px rgba(0,0,0,0.4), inset -1px -1px 3px rgba(255,255,255,0.4); } here we are providing an rgba background-color that changes opacity on hover to give the user a hint that the button is interactive, and some semi-transparent inset box-shadow shades to give the button a bit of texture and
depth.
Git and GitHub - Learn web development
git handbook (from github) this git handbook goes into a little more
depth, explaining what a vcs is, what a repository is, how the basic github model works, git commands and examples, and more.
Gecko info for Windows accessibility vendors
here is an algorithm for iterating through the nodes, looking for an item of a particular type: store a pointer to the start_item if the current item has a flows_to relation, follow that relation otherwise, go to the next item in
depth first search order if the current item matches your criteria, then return current_item if the current_item == start_item, return null (no item found) if the end has been reached, go back to the start if wrapping is desired, otherwise return null (no item found) go to step 2 checkable, required and invalid states are supported gecko defines three state cons...
Creating reftest-based unit tests
if a browser changes the
depth of the indenting and the visual construct is tested against an invariant, the test would appear to fail.
Extras
</mo> <mo>[</mo> <mtable> <mtr> <mtd><mn>1</mn></mtd> <mtd> <mtext> <img width="16" height="16" src="https://udn.realityripple.com/samples/3f/9341cbddc0.png" alt="mozilla-16" /> </mtext> </mtd> </mtr> <mtr> <mtd> <mtext><input value="type" size="4"/></mtext> </mtd> <mtd><mn>4</mn></mtd> </mtr> </mtable> <mo>]</mo> </mrow> </math> <math display="block"> <msqrt> <mpadded width="30px" height="15px"
depth="15px" voffset="-15px"> <mtext> <svg width="30px" height="30px"> <defs> <radialgradient id="radgrad1" cx="50%" cy="50%" r="50%" fx="50%" fy="50%"> <stop offset="0%" style="stop-color:rgb(255,255,255); stop-opacity:1;"/> <stop offset="100%" style="stop-color:rgb(255,0,0); stop-opacity:.8;"/> </radialgradient> </defs> <g transform=...
Mozilla Style System Documentation
while the style context tree is generally quite deep, since it corresponds roughly to the content tree, the rule tree is generally quite broad (but are there cases where it is quite deep??), since the
depth of a node in the tree corresponds to the number of rules matched.
Profiling with Xperf
for more information microsoft's documentation for xperf is pretty good; there is a lot of
depth to this tool, and you should look there for more details.
TraceMalloc
build/dist/minefield.app/contents/macos/firefox --trace-malloc /dev/null --shutdown-leaks=sdleak.log # convert raw log to text representation of call trees perl source/tools/trace-malloc/diffbloatdump.pl --
depth=15 --use-address /dev/null sdleak.log > sdleak.tree.raw # frobulate trees to remove extraneous junk perl source/tools/rb/fix-macosx-stack.pl sdleak.tree.raw > sdleak.tree you can also use the leakstats program to analyze a log for shutdown leaks.
about:memory
the use of trees allows measurements to be broken down into further categories, sub-categories, sub-sub-categories, etc., to arbitrary
depth, as needed.
NSS CERTVerify Log
*/ unsigned int
depth; /* how far up the chain are we */ void *arg; /* error specific argument */ struct certverifylognodestr *next; /* next in the list */ struct certverifylognodestr *prev; /* next in the list */ }; the list is a doubly linked null terminated list sorted from low to high based on
depth into the cert chain.
Python binding for NSS
nss.certificate.get_cert_chain nss.certificate.check_ocsp_status nss.pk11slot.list_certs nss.certverifylognode.format_lines nss.certverifylog.format_lines nss.crldistributionpts.format_lines the following class properties were added: nss.certverifylognode.certificate nss.certverifylognode.error nss.certverifylognode.
depth nss.certverifylog.count the following module functions were added: nss.x509_cert_type nss.key_usage_flags nss.list_certs nss.find_certs_from_email_addr nss.find_certs_from_nickname nss.nss_get_version nss.nss_version_check nss.set_shutdown_callback nss.get_use_pkix_for_validation nss.set_use_pkix...
Getting SpiderMonkey source code
git clone --
depth 1 https://github.com/mozilla/gecko-dev.git if you have any problems check the https://wiki.mozilla.org/github page.
Bytecodes
for example, in (a + b) + c you would push a, then push b, then add, then push c, then add, which requires a maximum
depth of two expression slots.
JIT Optimization Outcomes
cantinlinegeneric cantinlineclassconstructor cantinlineexceeded
depth cantinlineexceededtotalbytecodelength cantinlinebigcaller cantinlinebigcallee cantinlinebigcalleeinlinedbytecodelength cantinlinenothot cantinlinenotindispatch cantinlinenativebadtype cantinlinenotarget unable to inline function call.
JS_NewContext
(the jsapi does not provide a way to adjust the stack
depth limit.) passing a large number for stackchunksize is a mistake.
Animated PNG graphics
it utilizes the same bit
depth, color type, compression method, filter method, interlace method, and palette (if any) as the default image.
How to build an XPCOM component in JavaScript
depth = @
depth@ topsrcdir = @top_srcdir@ srcdir = @srcdir@ vpath = @srcdir@ include $(
depth)/config/autoconf.mk # module specifies where header files from this makefile are installed # use dom if your component implements a dom api module = dom # name of the typelib xpidl_module = dom_apps # set to 1 if the module should be part of the gecko runtime common to all applications gre_module = 1 # the...
nsIFrameLoader
attributes attribute type description delayremotedialogs boolean
depthtoogreat boolean find out whether the loader's frame is at too great a
depth in the frame tree.
BaseAudioContext.createBuffer() - Web APIs
syntax var buffer = baseaudiocontext.createbuffer(numofchannels, length, samplerate); parameters note: for an in-
depth explanation of how audio buffers work, and what these parameters mean, read audio buffers: frames, samples and channels from our basic concepts guide.
DOMPoint.z - Web APIs
the dompoint interface's z property specifies the
depth coordinate of a point in space.
DOMPointInit - Web APIs
dompointinit.z an unrestricted floating-point value which gives the point's z-coordinate, which is (assuming no transformations that alter the situation) the
depth coordinate; positive values are closer to the user and negative values retreat back into the screen.
Document.querySelector() - Web APIs
note: the matching is done using
depth-first pre-order traversal of the document's nodes starting with the first element in the document's markup and iterating through sequential nodes by order of the number of child nodes.
DocumentFragment.querySelector() - Web APIs
the documentfragment.queryselector() method returns the first element, or null if no matches are found, within the documentfragment (using
depth-first pre-order traversal of the document's nodes) that matches the specified group of selectors.
DocumentFragment.querySelectorAll() - Web APIs
the documentfragment.queryselectorall() method returns a nodelist of elements within the documentfragment (using
depth-first pre-order traversal of the document's nodes) that matches the specified group of selectors.
FileSystemEntrySync - Web APIs
you cannot do the following: move a directory inside itself or to any child at any
depth move an entry into its parent if a name different from its current one isn't provided move a file to a path occupied by a directory or move a directory to a path occupied by a file move any element to a path occupied by a directory that is not empty.
HTMLFormElement.elements - Web APIs
the form controls in the returned collection are in the same order in which they appear in the form by following a preorder,
depth-first traversal of the tree.
HTMLMediaElement.autoplay - Web APIs
for a much more in-
depth look at autoplay, autoplay blocking, and how to respond whena autoplay is blocked by the user's browser, see our article autoplay guide for media and web audio apis.
OVR_multiview2 - Web APIs
ialias: false } ); const ext = gl.getextension('ovr_multiview2'); const fb = gl.createframebuffer(); gl.bindframebuffer(gl.draw_framebuffer, fb); const colortex = gl.createtexture(); gl.bindtexture(gl.texture_2d_array, colortex); gl.texstorage3d(gl.texture_2d_array, 1, gl.rgba8, 512, 512, 2); ext.framebuffertexturemultiviewovr(gl.draw_framebuffer, gl.color_attachment0, colortex, 0, 0, 2); const
depthstenciltex = gl.createtexture(); gl.bindtexture(gl.texture_2d_array,
depthstenciltex); gl.texstorage3d(gl.texture_2d_array, 1, gl.
depth32f_stencil8, 512, 512, 2); ext.framebuffertexturemultiviewovr(gl.draw_framebuffer, gl.
depth_stencil_attachment,
depthstenciltex, 0, 0, 2); gl.drawelements(...); // draw will be broadcasted to the layers of colortex and
depthstenciltex.
PannerNode.orientationZ - Web APIs
the orientationz property of the pannernode interface indicates the z (
depth) component of the direction the audio source is facing, in 3d cartesian coordinate space.
PannerNode.positionZ - Web APIs
the positionz property of the pannernode interface specifies the z coordinate of the audio source's position in 3d cartesian coordinates, corresponding to the
depth axis (behind-in front of the listener).
PannerNode.refDistance - Web APIs
const context = new audiocontext(); // all our test tones will last this many seconds const note_length = 6; // this is how far we'll move the sound const z_distance = 20; // this function creates a graph for the test tone with a given refdistance // and schedules it to move away from the listener along the z (
depth-wise) axis // at the given start time, resulting in a decrease in volume (decay) const scheduletesttone = (refdistance, starttime) => { const osc = new oscillatornode(context); const panner = new pannernode(context); panner.refdistance = refdistance; // set the initial z position, then schedule the ramp panner.positionz.setvalueattime(0, starttime); panner.positionz.linearramptovalu...
PannerNode.rolloffFactor - Web APIs
w the volume of the test tone decreases with increasing distance from the listener: const context = new audiocontext(); // all our test tones will last this many seconds const note_length = 4; // this is how far we'll move the sound const z_distance = 20; // this function creates a graph for the test tone with a given rollofffactor // and schedules it to move away from the listener along the z (
depth-wise) axis // at the given start time, resulting in a decrease in volume (decay) const scheduletesttone = (rollofffactor, starttime) => { const osc = new oscillatornode(context); const panner = new pannernode(context); panner.rollofffactor = rollofffactor; // set the initial z position, then schedule the ramp panner.positionz.setvalueattime(0, starttime); panner.positionz.linearramp...
WebGL2RenderingContext.beginQuery() - Web APIs
possible values: gl.any_samples_passed: specifies an occlusion query: these queries detect whether an object is visible (whether the scoped drawing commands pass the
depth test and if so, how many samples pass).
WebGL2RenderingContext.endQuery() - Web APIs
possible values: gl.any_samples_passed: specifies an occlusion query: these queries detect whether an object is visible (whether the scoped drawing commands pass the
depth test and if so, how many samples pass).
WebGL2RenderingContext.getQuery() - Web APIs
possible values: gl.any_samples_passed: specifies an occlusion query: these queries detect whether an object is visible (whether the scoped drawing commands pass the
depth test and if so, how many samples pass).
WebGL2RenderingContext.renderbufferStorageMultisample() - Web APIs
possible values: gl.r8 gl.r8ui gl.r8i gl.r16ui gl.r16i gl.r32ui gl.r32i gl.rg8 gl.rg8ui gl.rg8i gl.rg16ui gl.rg16i gl.rg32ui gl.rg32i gl.rgb8 gl.rgba8 gl.srgb8_alpha8 gl.rgba4 gl.rgb565 gl.rgb5_a1 gl.rgb10_a2 gl.rgba8ui gl.rgba8i gl.rgb10_a2ui gl.rgba16ui gl.rgba16i gl.rgba32i gl.rgba32ui gl.
depth_component16 gl.
depth_component24 gl.
depth_component32f gl.
depth_stencil gl.
depth24_stencil8 gl.
depth32f_stencil8 gl.stencil_index8 width a glsizei specifying the width of the renderbuffer in pixels.
WebGLRenderingContext.getContextAttributes() - Web APIs
examples given this <canvas> element <canvas id="canvas"></canvas> and given this webgl context var canvas = document.getelementbyid('canvas'); var gl = canvas.getcontext('webgl'); gl.getcontextattributes(); the getcontextattributes method returns an object that describes the attributes set on this context, for example: { alpha: true, antialias: true,
depth: true, failifmajorperformancecaveat: false, powerpreference: "default", premultipliedalpha: true, preservedrawingbuffer: false, stencil: false, desynchronized: false } the context attributes can be set when creating the context using the htmlcanvaselement.getcontext() method: canvas.getcontext('webgl', { antialias: false,
depth: false }); see get...
Basic scissoring - Web APIs
the reason for this distinction is that fragment color (and other fragment values, such as
depth) may be manipulated and changed several times during graphics operations before finally being written to the screen.
Lighting in WebGL - Web APIs
instead of discussing it in
depth here, take a look at the article on phong shading at wikipedia, which provides a good overview of the most commonly used lighting model or if you'd like to see a webgl based explanation see this artcle.
WebRTC coding guide - Web APIs
this coding guide will explain in
depth how webrtc works, and will dive into actual code that uses webrtc to do useful things.
Window.devicePixelRatio - Web APIs
other values may be returned as well in the case of unusually low resolution displays or, more often, when a screen has a higher pixel
depth than simply double the standard resolution of 96 or 76 dpi.
Window.screen - Web APIs
syntax let screenobj = window.screen; example if (screen.pixel
depth < 8) { // use low-color version of page } else { // use regular, colorful page } specifications specification status comment css object model (cssom) view modulethe definition of 'window.screen' in that specification.
XRView.eye - Web APIs
gllayer = xrsession.renderstate.baselayer; gl.bindframebuffer(gl.framebuffer, gllayer.framebuffer); gl.clearcolor(0,0, 0, 1.0); gl.clear
depth(1.0); gl.clear(gl.color_buffer_bit, gl.
depth_buffer_bit); for (let view of xrpose.views) { let skipview = false; if (view.eye == "left" && body.lefteye.injured) || skipview = updateinjury(body.lefteye); } else if (view.eye == "right" && body.righteye.injured) { skipview = updateinjury(body.righteye); } if (!skipview) { let viewport = gllayer.getviewport(view); gl.view...
XRViewerPose.views - Web APIs
let pose = frame.getviewerpose(xrreferencespace); if (pose) { let gllayer = xrsession.renderstate.baselayer; gl.bindframebuffer(gl.framebuffer, gllayer.framebuffer); gl.clearcolor(0, 0, 0, 1); gl.clear
depth(1); gl.clear(gl.color_buffer_bit, gl.
depth_buffer_bit); for (let view of pose.views) { let viewport = gllayer.getviewport(view); gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height); /* render the scene for the eye view.eye */ } } passing each view to getviewport() returns the webgl viewport to apply in order to cause the rendered output to be positioned corr...
XRViewerPose - Web APIs
let pose = frame.getviewerpose(xrreferencespace); if (pose) { let gllayer = xrsession.renderstate.baselayer; gl.bindframebuffer(gl.framebuffer, gllayer.framebuffer); gl.clearcolor(0, 0, 0, 1); gl.clear
depth(1); gl.clear(gl.color_buffer_bit, gl.
depth_buffer_bit); for (let view of pose.views) { let viewport = gllayer.getviewport(view); gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height); /* render the scene for the eye view.eye */ } } passing each view to getviewport() returns the webgl viewport to apply in order to cause the rendered output to be positioned corr...
XRWebGLLayer.getViewport() - Web APIs
<<<--- add link to appropriate section in the cameras and views article --->>> function drawframe(time, frame) { let session = frame.session; let pose = frame.getviewerpose(mainreferencespace); if (pose) { let gllayer = session.renderstate.baselayer; gl.bindframebuffer(gl.framebuffer, gllayer.framebuffer); gl.clearcolor(0, 0, 0, 1.0); gl.clear
depth(1.0); gl.clear(gl.color_buffer_bit, gl.
depth_color_bit); for (let view of pose.views) { let viewport = gllayer.getviewport(view); gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height); /* render the scene now */ } } specifications specification status comment webxr device apithe definition of 'xrwebgllayer.getviewport()' in t...
XRWebGLLayer - Web APIs
ignore
depthvalues read only a boolean which indicates whether or not the webxr compositor should make use of the contents of the layer's
depth buffer while compositing the scene.
:is() (:matches(), :any()) - CSS: Cascading Style Sheets
for example, without :is(), styling all the <h1> elements at different
depths could be very complicated: /* level 0 */ h1 { font-size: 30px; } /* level 1 */ section h1, article h1, aside h1, nav h1 { font-size: 25px; } /* level 2 */ section section h1, section article h1, section aside h1, section nav h1, article section h1, article article h1, article aside h1, article nav h1, aside section h1, aside article h1, aside aside h1, aside nav h1, nav section h1, nav arti...
Basic concepts of flexbox - CSS: Cascading Style Sheets
try the following values of justify-content in the live example: flex-start flex-end center space-around space-between space-evenly in the article aligning items in a flex container we will explore these properties in more
depth, in order to have a better understanding of how they work.
<tr>: The Table Row element - HTML: Hypertext Markup Language
we have some examples below, but for more examples and an in-
depth tutorial, see the html tables series in our learn web development area, where you'll learn how to use the table elements and their attributes to get just the right layout and formatting for your tabular data.
data-* - HTML: Hypertext Markup Language
for example, a space-ship "sprite" in a game could be a simple <img> element with a class attribute and several data-* attributes: <img class="spaceship cruiserx3" src="shipx3.png" data-ship-id="324" data-weapons="laseri laserii" data-shields="72%" data-x="414354" data-y="85160" data-z="31940" onclick="spaceships[this.dataset.shipid].blasted()"> for a more in-
depth tutorial about using html data attributes, see using data attributes.
Using HTTP cookies - HTTP
as a defence-in-
depth measure, however, it is possible to use cookie prefixes to assert specific facts about the cookie.
Protocol upgrade mechanism - HTTP
for example: sec-websocket-extensions: superspeed, colormode;
depth=16 sec-websocket-key provides information to the server which is needed in order to confirm that the client is entitled to request an upgrade to websocket.
103 Early Hints - HTTP
please contribute data for "http.status.103" (
depth: 1) to the mdn compatibility data repository.
508 Loop Detected - HTTP
it indicates that the server terminated an operation because it encountered an infinite loop while processing a request with "
depth: infinity".
JavaScript modules - JavaScript
there is also a type of export called the default export — this is designed to make it easy to have a default function provided by a module, and also helps javascript modules to interoperate with existing commonjs and amd module systems (as explained nicely in es6 in
depth: modules by jason orendorff; search for "default exports").
Arrow function expressions - JavaScript
an object literal expression: params => ({foo: bar}) // rest parameters and default parameters are supported (param1, param2, ...rest) => { statements } (param1 = defaultvalue1, param2, …, paramn = defaultvaluen) => { statements } // destructuring within the parameter list is also supported var f = ([a, b] = [1, 2], {x: c} = {x: a + b}) => a + b + c; f(); // 6 description see also "es6 in
depth: arrow functions" on hacks.mozilla.org.
Error - JavaScript
see "what's a good way to extend error in javascript?" on stackoverflow for an in-
depth discussion.
<mstyle> - MathML
the <mstyle> element accepts all attributes of all presentation elements with the following exceptions: height,
depth or width do not apply to <mglyph>, <mpadded> or <mtable>.
Digital audio concepts - Web media technologies
these parameters vary depending on the codec, but can include: specifying specific algorithms to use during particular phases of the encoding process parameters for those algorithms to use, such as how much predictive
depth to use when trying to model the audio the number of passes to make while analyzing the audio, or the number of times given algorithms should be run lossy encoder parameters most codecs have input values you can tune to optimize the compression in various ways, either for size or for quality.