[video] "The Postman" A Postview, copyright 1999 p-m agapow
Once again, Kevin Costner spends far too much time, money and seriousness on a slim tale. He plays an itinerant actor who reluctantly becomes a symbol of freedom. But then, everyone thinks they're an actor in this film.
"The Postman" (or, as it is called on the arthouse circuit, "Ill Postino") was a project with "deadmeat" engraved across its forehead even before it left the studio. A po-faced film of epic intent, helmed by an actor everyone seems to love to hate, it is a worthy successor to "Waterworld". But is it really as bad as all that? Sort of.
This is how it is. Kevin Costner is a scavenger, wandering the deserts of a post-comfy era. And not for the last time, you think about how far we have fallen where a world-famous actor is called "Kevin". But anyway, the Kevster finds an abandoned garage and lounges there for a while, talking to himself. "Things I like about my ass," he muses. But he's not talking about the famed Costner tush (which obviously was holding out for a more challenging role) but the mule that is our hero's only friend.
 It is revealed that he earns his living moving from grungy town set to grungy town set, doing Shakespeare for the locals.  But just after Kev has finished acting with his ass, the bad guys ride into town for a bit of casual terrorism and extortion.     Then the sadistic army commander serves the recruits mule for supper.  Enraged, Kev escapes and wanders into the desolate badlands.
 And the story hasn't even started, with the hour mark looming on the horizon and as yet no mention of the eponymous postal employee. Actually, when the original David Brin story was written, perhaps postmen could be regarded as symbols of a smoothly running and civil society. Today of course, they represent something different - ill controlled homicidal rage and the need for tighter gun control. So who better to take back a country from its oppressors?
Suffice it to say, Kev-baby eventually dons the uniform of a dead postie and thus bluffs his way into a suspicious independent settlement. There he is greeted as a symbol of hope and incidentally gets to have a medium level sex scene. The remainder of the picture (and there's an awfully big remainder) concerns how this brings hope back to the people of the USA, while simultaneously sapping it from the audience. It's not unwatchable, but it is the sort of film you follow out of the corner of your eye while reading mail, doing the dishes, playing pinochle or - in fact - doing anything else.
I'm now going to attempt to rescue some message from this mess. "The Postman" is awful but it is certainly not much worse than a lot of films that do respectable box-office. It has a strong female lead, an ambiguous hero and the central story is small enough and cute enough to make a good film. So how did it go wrong, and why is it so reviled? I can only shrug. Maybe someone should have stepped in over the complaints of the auteurs and said "enough is enough." (Certainly that would have had a positive effect on the recent output of George Lucas and James Cameron.) Maybe the critics fed off each and condemned the picture without a chance. (As happened with "Heavens Gate".) Perhaps the process of making a Hollywood film is essentially stochastic, more a series of accidents than good judgement.
I can only shrug again. [*/misfire] and revision for undergraduate economics on the Sid & Nancy scale.
"The Postman" Released 1997. Directed by Kevin Costner Starring Kevin Costner, Will Patton, Larenz Tate, and improbably Tom Petty.
-- Paul-Michael Agapow<EMAIL_ADDRESS>The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
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Related links: index of all rec.arts.movies.reviews reviews


After reading several reports, I geared up with a sober sitter to try my first stint with Salvia. I have since taken Salvia several times in different forms hoping to achieve something not yet experienced. I read a lot of literature and was prepared for great things.
The first time, I purchased 1gram of 5X and smoked it in front of a video camera with my sitter present. After twenty minutes of inhaling all of it I just kind of sat there. I felt thermal waves but noticed nothing other than a slight loss of coordination when I tried to get out of a chair. After my frustrations, my sitter also inhaled a small dose through the same pipe. Replay of video showed nothing noteworthy other than my strange comment 'The lights (candles) are trying to take me, but I don't want to go with them' despite no visuals. Pretty disappointed.
Second time. I smoked 25mg of 10X followed by 1gram of 5X, this time through a water bong. No visuals. Significant thermal waves. The only odd sensation was that I 'sensed' I could see into another world. I 'think' I could see little people going about their business not acknowledging me. The experience was so absolutely subtle that I was not sure that I wasn't making it all up. I came out of the experience with a strange epiphany that I understood what to expect after death. I was not experiencing death, I just knew what to expect. It did not seem like that big of a deal. Like why are people so afraid of it? I also experienced a significant time distortion. A span of two hours had passed although the peak effects when inhaled should last a maximum of 5-10 minutes.
Third time, I chewed a quid of perhaps 30 normal dried leaves as directed by literature. One of the grossest tastes in my mouth. I kept producing substantial amounts of saliva that forced me to occassionally swallow the mixture. Not pleasant. Nothing happened. No insights. No time distortion. No thermal waves. Just a mild case of heartburn.
On my fourth try, I again smoked 1gram of 5X along with 25mg of 10X through the water bong. More of the same, thermal waves, time distortion, no visuals. However, this time after about 2 hours, I understood the state of mind of insanity. I did not experience insanity, just an understanding of how misunderstood insane people are. More of an empathy than anything else. That was it. The insight was profound, but at the same time my response was like, 'Oh, ok.'
Fifth try. I purchased 1/2 ounce of Emerald Essence. I thought this should be it, particularly since my lungs were starting to get pretty sore. I stopped running my 3.5 miles a day from the lung soreness. I orally took 1/2 the bottle undiluted (stronger than the recommended strongest dosage) in a time schedule as directed.
According to the literature, it may take several exposures before a full-on experience. My sitter had a few very intense experiences with his own salvia on different occassions (in my presence) proving to me that indeed it does produce hallucinogenic effects. On more than one occassion it was very prudent that sober people were present with him. During his last experience (with a low dosage), he began to panic, wanting to come back, between bouts of trying to sing like Barbara Striesand (which was even more disturbing). He was seeing reality through a 2D film that he could not permeate. Obviously his experiences have exceeded my own in terms of effects. On another occassion he 'became' the driver in a NASCAR race on tv moving his hands like he was gripping the steering wheel.
I have substantial reserves of enhanced leaf, tincture, and normal leaf should I ever desire to repeat the excercise although I doubt it will be any time soon. I find salvia to be an oddity because it can produce such strong hallucinogenic effects in some people and very little in others. I also cannot explain why I do not receive any visuals but have profound insights (yet my responses to them are so uninspiring) after a significant time distortion. Each time I experience salvia though, I have always approached it with respect. It's nice to be reminded that there is nothing to be afraid of after death, or to feel empathy for others, but it really doesn't catapult me anywhere. I guess I am just a really 'hard-head.'
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


"I would recommend MowNBill because the cleanliness of our neighborhoods is one of the most important things to our city. As resources become slimmer and slimmer, any time you can come up with a product like this that creates efficiencies, it’s a good thing for our whole community."
“Because of MowNBill, per cycle mowing is significantly down as we’re not paying for lots that aren’t in our system anymore. The inventory management and ease of contractor billing coordination is pretty seamless.”
First, an accurate inventory of properties is created with their attributes along with the ability to assign contractors to them.
Contractors are notified as properties are assigned and removed from their schedule. When trash and other pickup items are left on the curbside, it is communicated with a single click from the Mark Mowed screen.
Easily mark a property maintained. Then automatically create an invoice with just a few clicks.
Only the properties that have been maintained are added to the invoice along with the correct amount for each property, so verifying invoices is a breeze.
As properties are Marked Mowed, a user-defined percentage are selected for compliance. Communication between the Inspector and Contractor, if needed, is effortless.
Monitoring and managing contractor and inspector productivity is a snap.


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Cartostat-3: ISRO All Set to Launch Surveillance Satellite Into Space on November 25
Along with Cartostat-3, which is a third-generation earth-imaging satellite, 13 nanosatellites from the US, too, will be launched from Sriharikota at 9:28 AM onboard ISRO's PSLV C-47 rocket.
New Delhi: The Indian Space Research Organisation (ISRO), which is currently working on its next moon project called Chandrayaan-3, will launch its cartography satellite Cartosat-3 and 13 commercial nanosatellites into sun-synchronous orbit, on November 25.
Cartostat-3, which is a third-generation earth-imaging satellite, as well as the nanosatellites, will be launched from Sriharikota at 9:28 AM on a Polar Satellite Launch Vehicle-XL variant (PSLV-XL) rocket, called PSLV C-47. Cartostat-3 will be the rocket’s primary payload.
An agile, advanced satellite with high-resolution imaging capability, Cartostat-3 will be placed in an orbit of 509 km at an inclination of 97.5 degrees. It also has a resolution of 0.25 metre or 25 centimetres as well as a wider spatial range of 16 km, more than those in surveillance satellites launched before.
The 13 nanosatellites from the US will be launched as part of a commercial agreement with NewsPace India Limited (NPIL), the newly established commercial subsidiary of the ISRO.
The launch of Cartostat-3 will be followed by the launch of Risat-2BR 1 and Risat-2BR2, both of which are surveillance satellites as well and will be launched in December. The launch of the three satellites is a part of efforts to increase the country’s security by putting more ‘eyes in the sky.’
While PSLV C-48 will carry Risat-2BR1 in the space, PSLV C-49 will do the same for Risat-2BR2.
For breaking news and live news updates, like us on Facebook or follow us on Twitter and Instagram. Read more on India Latest News on India.com.
Story Timeline
- 15 Nov 2019 ISRO prepares to launch Chandrayaan-3 mission by November 2020: Report
- 14 Nov 2019 ISRO Starts Work on Chandrayaan-3, Sets November 2020 Deadline to Land on Moon: Reports
- 06 Nov 2019 Chetan Bhagat Says He Can’t Believe He Was Chief Guest At ISRO Event, Twitter Can’t Either
- 02 Nov 2019 2.0 of Chandrayaan 2: Not End of Story Yet, Says ISRO Chief
- 02 Nov 2019 'Definitely', Says ISRO Chief on Vikram Lander's Second Landing
Comments - Join the Discussion


burble
`Prev `__
B
`Next `__
--------------
**burble**: v.
[from Lewis Carroll's *Jabberwocky*] Like `*flame* <../F/flame.html>`__,
but connotes that the source is truly clueless and ineffectual (mere
flamers can be competent). A term of deep contempt. “There's some guy on
the phone burbling about how he got a DISK FULL error and it's all our
comm software's fault.” This is mainstream slang in some parts of
England.
--------------
+-------------------------+----------------------------+------------------------------------+
| `Prev `__ | `Up <../B.html>`__ | `Next `__ |
+-------------------------+----------------------------+------------------------------------+
| bump | `Home <../index.html>`__ | buried treasure |
+-------------------------+----------------------------+------------------------------------+


Following below, the concept of magnetic flux tubes is outlined in short. For a detailed description of flux tube elements, please have a look at the listed literature. Magnetic flux tubes enable for modeling of magnetic fields with lumped networks. The figure below and the following equations illustrate the transition from the original magnetic field quantities described by Maxwell's equations to network elements with a flow variable and an across variable:
For a region with an approximately homogeneous distribution of the magnetic field strength H and the magnetic flux density B through cross sectional area A at each length coordinate s (A perpendicular to the direction of the magnetic field lines), a magnetic reluctance Rm can be defined:
With the definition of the magnetic potential difference Vm as an across variable and the magnetic flux Φ as flow variable, a reluctance element Rm can be defined similar to resistive network elements in other physical domains. Using Maxwell's constitutive equation
the general formula for the calculation of a magnetic reluctance Rm from its geometric and material properties is:
For a prismatic or cylindrical volume of length l and cross sectional area A with the magnetic flux entering and leaving the region through its end planes, the above equation simplifies to:
Similar equations can be derived for other geometries. In cases where a direct integration is not possible, the reluctance can be calculated on base of average length, average cross sectional area and volume V respectively:
Network elements for sources of a magnetic potential difference or magnetomotive force, i.e., coils or permanent magnets can be formulated as well. The resulting magnetic network models of actuators reflect the main dimensions of these devices as well as the normally nonlinear characteristics of their magnetically active materials.


A puzzle solver. I am a Artisan, Craftsman, Shokunin. I take a collection of raw materials and create something that is not only useful, but also aesthetically pleasing. I have an innate sense of pattern recognition.
I am an experienced full stack web application developer. Not websites, but thin client applications.
Remember those “Under Construction” pages that were the anathema of ancient web development? This page is always under construction. It is my sandbox and a showcase of my talents and technical expertise.
It is an implementation of a template by Templatewire adapted to a Ruby on Rails environment.
I've worked with all of its variations.
jQuery and AngularJS
Twitter Bootstrap rules!
The newest addition to my toolkit.
An efficient language for web application development. My staple for fifteen years.
Oracle, MS-SQLServer, MongoDB, PostgreSQL, MySQL
Used in a recent courses for Big Data and Machine Learning.
Course Project:
Presentation
Application
The standard for transfer of clinical and administrative data between software applications used by healthcare providers.
Here is an implementation of the Isotope css filter. Click on the photos.
Who is responsible for all this?
If we knew what we were doing, it wouldn't be called research, would it?
Albert Einstien
Renowned Physicist
We learn something every day, and lots of times it's that what we learned the day before was wrong.
Bill Vaugha
Columnist and Author
A man who is afraid to make mistakes is unlikely to make anything.
John Cleese
Monty Python
Use the form below to send me a message.


Puppies in training bring early festive cheer at airport
Puppies in Santa hats and Christmas outfits are brightening the days of air travellers in Ireland.
The festive pooches are on a training session in Dublin Airport today – and holiday makers are being encouraged to ‘come over for a quick pet’.
One, Luna, was filmed looking a little sheepish in a Christmas outfit, while sitting down and looking around.
Passengers appeared to be big fans of the adorable visitors, with the group being labelled ‘gorgeous’, ‘so cute’ and ‘absolutely precious’ on Twitter.
Advertisement Advertisement
Wearing seasonal jumpers decorated with sequins, holly and pom poms, the young dogs are visiting Terminal One in the Irish capital, with the charity My Canine Companion.
The organisation aims to train highly-skilled service dogs for young people with autism.
The Airport added: ‘These My Canine Companion puppies are on another training outing. They’re sporting a festive look, as December is fast approaching. Come over for a quick pet.’
In a series of videos and pictures – featuring ‘Miriam’ as well as ‘Luna’ – it explained that the organisation was previously its charity of the year.
Got a story for Metro.co.uk?
Get in touch with our news team by emailing us at<EMAIL_ADDRESS>For more stories like this, check our news page.


True Birth Day App
Introduction
Enter birthday to know what day of the week it was.
BONUS: Select gender to see an Akan (Ghanian) name based on that day.
What Day was it? [ Monday, Tuesday, Wednesday, Thursday, Friday .....]
Visit My PortfolioEnter birthday to know what day of the week it was.
BONUS: Select gender to see an Akan (Ghanian) name based on that day.


Let's play! Rules: Ping Pong will count up to your number from 1 with the following exceptions: Numbers divisable by 3 become "ping" Numbers divisable by 5 become "pong" Numbers divisable by 3 and 5 become "pingpong" Enter your number here: Ping Pong!


| 25 Nov 1981 |
Barbara and Jenna Bush born to Laura Bush and George W Bush. |
| 20 Mar 2001 |
The National Enquirer alleges that first daughter Jenna Bush is a Marijuana user (quoting an unnamed source): "Jenna came over one night and we all did some doobies together. I wouldn't say she's a major pothead but she likes to toke up when it's around." |
| Mar 2001 |
Noelia Rodriguez, Laura Bush's press secretary: "Our position on the daughters is that they're private citizens." Can this philosophy be extended to all marijuana users and underage drinkers nationwide?
|
| 27 Apr 2001 |
Barbara Bush receives a citation for underage drinking at an Austin bar on Sixth Street. |
| 29 May 2001 |
Barbara Bush uses a phony ID to buy a margarita at Chuy's, a Mexican restaurant in Austin TX. |
| 29 May 2001 |
Jenna Bush cited (also at Chuy's) for attempting to purchase an alcoholic beverage, as a minor. |
| 7 Jun 2001 |
Barbara Bush pleads no contest to possession of alcohol by a minor. |
| 25 Nov 2002 |
The first twins turn 21, making underage drinking a problem of the past. |
| Oct 2003 |
Secret Service search a suspicious man who was observing Barbara Bush, while she attended school at Yale. They find a gun on his person, and ammunition in the trunk of his car. The man is released after it is determined he did indeed possess a permit for the gun. Middletown Press. |


DO NOT IMPLEMENT!!!
WEBGL_dynamic_texture
WebGL working group (public_webgl 'at' khronos.org)
Mark Callow, HI Corporation
Acorn Pooley, NVIDIA
Ken Russell, Google
David Sheets, Ashima Arts
William Hennebois, STMicroelectronics
Members of the WebGL working group
Last modified date: August 30, 2012
Revision: 5
WebGL extension #NN
Written against the WebGL API 1.0 specification.
A dynamic texture is a texture whose image changes frequently. The
source of the stream of images may be a producer outside the control of
the WebGL application. The classic example is using a playing video to
texture geometry. Texturing with video is currently achieved by using the
TEXTURE2D
target and passing an HTMLVideoElement
to texImage2D
. It is difficult, if not impossible to
implement video texturing with zero-copy efficiency via this API and much
of the behavior is underspecified.
This extension provides a mechanism for streaming image frames from an
HTMLVideoElement
, HTMLCanvasElement
or
HTMLImageElement
(having multiple frames such those created
from animated GIF, APNG and MNG files) into a WebGL texture. The extension
defines a new texture target, TEXTURE_EXTERNAL_OES
which can
only be specified as being the consumer of an image stream from one of
these elements.
There is no support for most of the functions that manipulate other
texture targets (e.g. you cannot use *[Tt]ex*Image*()
functions with TEXTURE_EXTERNAL_OES
). Also,
TEXTURE_EXTERNAL_OES
targets never have more than a single
LOD level. These restrictions enable dynamic texturing with maximum
efficiency. They remove the need for a copy of the image data manipulable
via the WebGL API and allow sources which have internal formats not
otherwise supported by WebGL, such as planar or interleaved YUV data, to
be WebGL texture target siblings.
The extension extends GLSL ES with a new
samplerExternalOES
type and matching sampling functions that
provide a place for an implementation to inject code for sampling non-RGB
data when necessary without degrading performance for other texture
targets. Sampling a TEXTURE_EXTERNAL_OES
via a sampler of
type samplerExternalOES
always returns RGBA data. This allows
the implementation to decide the most efficient format to use whether it
be RGB and or YUV data. If the underlying format was exposed, the
application would have to query the format in use and provide shaders to
handle both cases.
The extension includes a mechanism for latching an image frame
into a texture as its contents. This is equivalent to copying the image
into the texture but, due to the restrictions outlined above a copy is not
necessary. Most implementations will be able to avoid one so this can be
much faster than using texImage2D
. Latching can and should be
implemented in a way that allows the producer to run independently of 3D
rendering.
This extension exposes the NV_EGL_stream_consumer_external functionality to WebGL.
The following WebGL-specific behavioral changes apply:
An HTMLVideoElement
, HTMLCanvasElement
or
HTMLImageElement
is the producer and deliverer of the
stream of images being consumed by the dynamic texture rather than the
unspecified external producer and EGLStream
pair referred
to in the extension.
References to EGLImage
and associated state are
deleted.
dynamicTextureSetSource
is used to connect a texture
to the image stream from an HTML element instead of the command
eglStreamConsumerGLTextureNV
or its equivalent
eglStreamConsumerGLTextureExternalKHR
referenced by the
extension.
dynamicTextureAcquireImage
and
dynamicTextureReleaseImage
are used to latch and unlatch
image frames instead of the commands
eglStreamConsumerAcquireNV
or its equivalent
eglStreamConsumerAcquireKHR
and
eglStreamConsumerReleaseNV
or its equivalent
eglStreamConsumerReleaseKHR
referenced by the
extension.
For ease of reading, this specification briefly describes the new functions and enumerants of NV_EGL_stream_consumer_external. Consult that extension for detailed documentation of their meaning and behavior. Changes to the language of that extension are given later in this specification.
When this extension is enabled:
The family of dynamicTextureSetSource
functions for
binding HTML{Canvas,Image,Video}Elements
to a texture are
available.
The function dynamicTextureGetSource
for querying the
current dynamic source of a texture is available.
The functions dynamicTextureAcquireImage
and
dynamicTextureReleaseImage
are available. These commands
are used before and after 3D rendering to latch an image that will not
change during sampling.
The functions dynamicTextureSetConsumerLatencyUsec
and
dynamicTextureGetConsumerLatencyUsec
are available. These
commands are used to inform a connected HTMLVideoElement
of the latency between latching an image and displaying it and to
query the currently set latency.
WEBGL_dynamic_texture
(or GL_NV_EGL_stream_consumer_external
or GL_OES_EGL_image_external
) with an #extension
directive:samplerExternalOES
is a built-in type.
vec4 texture2D(samplerExternalOES sampler, vec2 coord)
is a built-in
function.
vec4 texture2DProj(samplerExternalOES sampler, vec3 coord)
is a built-in
function.
vec4 texture2DProj(samplerExternalOES sampler, vec4 coord)
is a built-in
function.
WEBGL_dynamic_texture
(or GL_NV_EGL_stream_consumer_external
or GL_OES_EGL_image_external
)
is defined as 1
.
module webgl { interface WEBGL_dynamic_texture { const GLenum TEXTURE_EXTERNAL_OES = 0x8D65; const GLenum SAMPLER_EXTERNAL_OES = 0x8D66; const GLenum TEXTURE_BINDING_EXTERNAL_OES = 0x8D67; const GLenum REQUIRED_TEXTURE_IMAGE_UNITS_OES = 0x8D68; void dynamicTextureSetSource(HTMLCanvasElement? source); void dynamicTextureSetSource(HTMLImageElement? source); void dynamicTextureSetSource(HTMLVideoElement? source); any dynamicTextureGetSource(); void dynamicTextureAcquireImage(); void dynamicTextureReleaseImage(); void dynamicTextureSetConsumerLatencyUsec(HTMLVideoElement, int); int dynamicTextureGetConsumerLatencyUsec(HTMLVideoElement); }; // interface WEBGL_dynamic_texture }; // module webgl
WebGLTexture
that is bound to the
TEXTURE_EXTERNAL_OES
target of the active texture unit, as
the producer of its image stream WebGLTexture
that is bound to the
TEXTURE_EXTERNAL_OES
target of the active texture unit, as
the producer of its image streamWebGLTexture texture
that is bound to the
TEXTURE_EXTERNAL_OES
target of the active texture unit, as
the producer of its image streamHTML{Canvas,Image,Video}Element
that is connected as a source
of images to the WebGLTexture
bound to the
TEXTURE_EXTERNAL_OES
target of the active texture
unit.WebGLTexture
bound to the
TEXTURE_EXTERNAL_OES
target of the active texture unit to
acquire an image frame from the producer connected to it . The image data
is guaranteed not to change during sampling.WebGLTexture
bound to the
TEXTURE_EXTERNAL_OES
target of the active texture unit to
release an acquired image frame back to the buffer pool available to the
producer connected to it. After this sampling will return
(0,0,0,1).The meaning and use of these tokens is exactly as described in NV_EGL_stream_consumer_external.
TEXTURE_EXTERNAL_OES
is accepted as a
target by the target
parameter of
bindTexture()
SAMPLER_EXTERNAL_OES
can be returned in the
type
field of the WebGLActiveInfo
returned by
getActiveUniform()
TEXTURE_BINDING_EXTERNAL_OES
is accepted by
the pname
parameter of
getParameter()
.REQUIRED_TEXTURE_IMAGE_UNITS_OES
is accepted
as the pname
parameter of
GetTexParameter*()
In section 4.3 Supported GLSL Constructs, replace the paragraph beginning A WebGL implementation must ... with the following paragraph:
A WebGL implementation must only accept shaders which conform to The OpenGL ES Shading Language, Version 1.00 [GLES20GLSL], as extended by NV_EGL_stream_consumer_external, and which do not exceed the minimum functionality mandated in Sections 4 and 5 of Appendix A. In particular, a shader referencing state variables or commands that are available in other versions of GLSL (such as that found in versions of OpenGL for the desktop), must not be allowed to load.
In section 5.13 The WebGL Context , add the following to the WebGLRenderingContext interface. Note that until such time as this extension enters core WebGL the tokens and commands mentioned below will be located on the WebGL_dynamic_texture extension interface shown above.
/* GetPName */
:TEXTURE_BINDING_EXTERNAL = 0x8D67;
/* TextureParameterName */
:REQUIRED_TEXTURE_IMAGE_UNITS = 0x8D68;
/* TextureTarget */
:TEXTURE_EXTERNAL = 0x8D65;
/* Uniform Types */
:SAMPLER_EXTERNAL = 0x8D66;
void dynamicTextureAcquireImage(); int dynamicTextureGetConsumerLatencyUsec(); any dynamicTextureGetSource(); void dynamicTextureReleaseImage(); void dynamicTextureSetConsumerLatencyUsec(HTMLVideoElement); void dynamicTextureSetSource(HTMLCanvasElement? source); void dynamicTextureSetSource(HTMLImageElement? source); void dynamicTextureSetSource(HTMLVideoElement? source);
In section 5.13.3 Setting and getting state, add the
following to the table under getParameter
.
| TEXTURE_BINDING_EXTERNAL | int |
In section 5.13.8Texture objects, add the following to the
table under getTexParameter
.
| REQUIRED_TEXTURE_IMAGE_UNITS | int |
Add a new section <IP_ADDRESS> Dynamic textures.
<IP_ADDRESS> Dynamic textures
Dynamic textures are texture objects whose complete image data changes frequently. The source of the stream of images may be a producer outside the control of the WebGL application. The classic example is using a playing video to texture geometry. A dynamic texture object is created by binding an unused
WebGLTexture
to the targetTEXTURE_EXTERNAL_OES
. Note that only unused WebGLTextures or those previously used as dynamic textures can be bound toTEXTURE_EXTERNAL_OES
. Binding aWebGLTexture
previously used with a different target or binding a WebGLTexture previously used with TEXTURE_EXTERNAL_OES to a different target generates aGL_INVALID_OPERATION
error as documented in GL_NV_EGL_stream_consumer_external.txt.The commands
void dynamicTextureSetSource(HTMLCanvasElement? source); void dynamicTextureSetSource(HTMLImageElement? source); void dynamicTextureSetSource(HTMLVideoElement? source);connect the texture object currently bound to theTEXTURE_EXTERNAL_OES
target in the active texture unit as the consumer of the stream of images produced by the HTMLElement source. If source is null any previously connected producer is removed.If source is an HTMLCanvasElement object with either a horizontal dimension or a vertical dimension equal to zero, then the implementation must throw an InvalidStateError exception. XXX Mirrors CanvasRenderingContext2D.drawImage. Do we need to do this?
The command
any? dynamicTextureGetSource(WebGLTexture texture, HTMLCanvasElement? source);returns a handle to the currently connected image source.The command
void dynamicTextureAcquireImage();causes the texture object currently bound to theTEXTURE_EXTERNAL_OES
target in the active texture unit to latch the most recent image frame from its currently connected source. The rules for selecting the image to be latched mirror those for selecting the image drawn by thedrawImage
method of CanvasRenderingContext2D.For HTMLVideoElements, it latches the frame video that corresponds to the current playback position of the audio channel, as defined in the HTML Living Standard, latency microseconds from the call, where latency is described in dynamicTextureSetConsumerLatencyUsec, unless the element's readyState attribute is either HAVE_NOTHING or HAVE_METADATA, in which case the command returns without latching anything and the texture remains incomplete.
For animated HTMLImageElements it will latch the first frame of the animation.
For HTMLCanvasElements it will latch the current content of the canvas as would be returned by a call to
toDataURL
.The model is a stream of images between the producer and the WebGLTexture consumer.
dynamicTextureAcquireImage
latches the most recent image frame. If the producer has not inserted any new image frames since the last call todynamicTextureAcquireImage
thendynamicTextureAcquireImage
will latch the same image frame it latched last time it was called. If the producer has inserted one new image frame since the last call thendynamicTextureAcquireImage
will "latch" the newly inserted image frame. If the producer has inserted more than one new image frame since the last call then all but the most recently inserted image frame are discarded anddynamicTextureAcquireImage
will "latch" the most recently inserted image frame. For HTMLVideoElements, the application can use the value of thecurrentTime
attribute to identify which image frame was actually latched.The command
void dynamicTextureReleaseImage(WebGLTexture texture);releases the latched image.dynamicTextureReleaseImage
will prevent the producer from re-using and/or modifying the image frame until all preceding WebGL commands that use the image frame as a texture have completed. IfdynamicTextureAcquireImage
is called twice for the same texture and producer pair without an intervening call todynamicTextureReleaseImage
then dynamicTextureReleaseImage is implicitly called at the start ofdynamicTextureAcquireImage
.After successfully calling
dynamicTextureReleaseImage
the texture becomes "incomplete".If
dynamicTextureReleaseImage
is called twice without a successful intervening call todynamicTextureAcquireImage
, or called with no previous call todynamicTextureAcquireImage
, then the call does nothing and the texture remains in "incomplete" state. This is not an error.
dynamicTextureAcquireImage
anddynamicTextureReleaseImage
generate an INVALID_OPERATION error if no dynamic source is bound to the texture.The command
void dynamicTextureSetConsumerLatencyUsec(HTMLVideoElement source, int latency);informs the sourceHTMLVideoElement
that the time that elapses (on average) from when the application latches an image frame withdynamicTextureAcquireImage
until the image frame is visible to the user is latency microseconds. The initial value is an implementation-dependent constant value, possibly zero. Applications are encouraged to adjust this value dynamically as conditions change. Applications may also modify this value to adjust the timing of the stream under direction from a user, e.g., to make video frames coincide with an audio track. TheHTMLVideoElement
should use this information to deliver frames at an appropriate time. The producer should deliver each image frame into the stream at the time that frame should appear to the user MINUS the latencyand it should adjust the latency of audio and other synchronized tracks to match.The command
int dynamicTextureGetConsumerLatencyUsec(HTMLVideoElement source);returns the current value of the latency set by the application.To sample a dynamic texture, the texture object must be bound to the target
TEXTURE_EXTERNAL
and the sampler uniform must be of typesamplerExternal
. If the texture object bound toTEXTURE_EXTERNAL
is not bound to a dynamic source then the texture is "incomplete" and the sampler will return the RGBA value (0,0,0,1).
In section 5.13.10 Uniforms and attributes, add the
following to the table under getUniform
.
| samplerExternal | long |
At the end of section 6 Differences between WebGL and OpenGL ES, add the following new sections. Note that differences are considered with respect to the OpenGL ES 2.0 specification as extended by NV_EGL_stream_consumer_external in the absence of OES_EGL_image_external.
External Texture Support
WebGL supports external textures but has no notion of an
EGLStream
. The source of images for an external texture is the HTMLCanvasElement, HTMLImageElement or HTMLVideoElement which has been connected to it withdynamicTextureSetSource
(dynamic HTML element). Specific language changes follow.In section 3.7.14 External Textures the sentence in the penultimate paragraph beginning The parameters of the transformation ... is replaced with
The parameters of the transformation from one basis (e.g. YUV) to RGB (color conversion matrix, sampling offsets, etc) are taken from the source of the dynamic HTML element that is associated with the external texture.
The final paragraph is replaced with
If the image frames in the dynamic HTML element contain alpha values then the value of the alpha component returned is taken from the image; otherwise the alpha component is 1.0.
Section <IP_ADDRESS> External Textures as Stream Consumers is replaced with the following.
To use a TEXTURE_EXTERNAL_OES texture as the consumer of images from a dynamic HTML element, bind the texture to the active texture unit, and call
dynamicTextureSetSource
. The width, height, format, type, internalformat, border and image data of the TEXTURE_EXTERNAL_OES texture will all be determined based on the specified dynamic HTML element. If the element does not have any source or the source is not yet loaded, the width, height & border will be zero, the format and internal format will be undefined. Once the element's source has been loaded and one (or more) images have been decoded these attributes are determined (internally by the implementation), but they are not exposed to the WebGL application and there is no way to query their values.The TEXTURE_EXTERNAL_OES texture remains the consumer of the dynamic HTML element's image frames until the first of any of these events occur:
- The texture is associated with a different dynamic HTML element (with a later call to
dynamicTextureSetSource
).- The texture is deleted in a call to
deleteTextures
.Sampling an external texture which is not connected to a dynamic HTML element will return a sample value of (0,0,0,1). Sampling an external texture which is connected to a dynamic HTML element will return a sample value of (0,0,0,1) unless an image frame has been 'latched' into the texture by a successful call to dynamicTextureAcquireImage.
<script>
tag is not
essential; it is merely one way to include shader text in an HTML
file.<script id="fshader" type="x-shader/x-fragment"> #extension OES_EGL_image_external : enable precision mediump float; uniform samplerExternalOES videoSampler; varying float v_Dot; varying vec2 v_texCoord; void main() { vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t); vec4 color = texture2D(videoSampler, texCoord); color += vec4(0.1, 0.1, 0.1, 1); gl_FragColor = vec4(color.xyz * v_Dot, color.a); } </script>
<html> <script type="text/javascript"> /////////////////////////////////////////////////////////////////////// // Create a video texture and bind a source to it. /////////////////////////////////////////////////////////////////////// // Array of files currently loading g_loadingFiles = []; // Clears all the files currently loading. // This is used to handle context lost events. function clearLoadingFiles() { for (var ii = 0; ii < g_loadingFiles.length; ++ii) { g_loadingFiles[ii].onload = undefined; } g_loadingFiles = []; } // // createVideoTexture // // Load video from the passed HTMLVideoElement id, bind it to a new WebGLTexture object // and return the WebGLTexture. // // Is there a constructor for an HTMLVideoElement so you can do like "new Image()?" // function createVideoTexture(ctx, videoId) { var texture = ctx.createTexture(); var video = document.getElementById(videoId); g_loadingFiles.push(video); video.onload = function() { doBindVideo(ctx, video, texture) } return texture; } function doBindVideo(ctx, video, texture) { g_loadingFiles.splice(g_loadingFiles.indexOf(image), 1); ctx.bindTexture(ctx.TEXTURE_EXTERNAL_OES, texture); ctx.dynamicTextureSetSource(video); // These are the default values of these properties so the following // 4 lines are not necessary. ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_MAG_FILTER, ctx.LINEAR); ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_MIN_FILTER, ctx.LINEAR); ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_WRAP_S, ctx.CLAMP_TO_EDGE); ctx.texParameteri(ctx.TEXTURE_EXTERNAL_OES, ctx.TEXTURE_WRAP_T, ctx.CLAMP_TO_EDGE); ctx.bindTexture(ctx.TEXTURE_EXTERNAL_OES, null); } /////////////////////////////////////////////////////////////////////// // Initialize the application. /////////////////////////////////////////////////////////////////////// var g = {}; var videoTexture; function init() { // Initialize var gl = initWebGL( // The id of the Canvas Element "example"); if (!gl) { return; } var program = simpleSetup( gl, // The ids of the vertex and fragment shaders "vshader", "fshader", // The vertex attribute names used by the shaders. // The order they appear here corresponds to their index // used later. [ "vNormal", "vColor", "vPosition"], // The clear color and depth values [ 0, 0, 0.5, 1 ], 10000); // Set some uniform variables for the shaders gl.uniform3f(gl.getUniformLocation(program, "lightDir"), 0, 0, 1); // Use the default texture unit 0 for the video gl.uniform1i(gl.getUniformLocation(program, "samplerExternal"), 0); // Create a box. On return 'gl' contains a 'box' property with // the BufferObjects containing the arrays for vertices, // normals, texture coords, and indices. g.box = makeBox(gl); // Load an image to use. Returns a WebGLTexture object videoTexture = createVideoTexture(gl, "video"); // Bind the video texture gl.bindTexture(gl.TEXTURE_EXTERNAL_OES, videoTexture); // Create some matrices to use later and save their locations in the shaders g.mvMatrix = new J3DIMatrix4(); g.u_normalMatrixLoc = gl.getUniformLocation(program, "u_normalMatrix"); g.normalMatrix = new J3DIMatrix4(); g.u_modelViewProjMatrixLoc = gl.getUniformLocation(program, "u_modelViewProjMatrix"); g.mvpMatrix = new J3DIMatrix4(); // Enable all of the vertex attribute arrays. gl.enableVertexAttribArray(0); gl.enableVertexAttribArray(1); gl.enableVertexAttribArray(2); // Set up all the vertex attributes for vertices, normals and texCoords gl.bindBuffer(gl.ARRAY_BUFFER, g.box.vertexObject); gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, g.box.normalObject); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, g.box.texCoordObject); gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); // Bind the index array gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, g.box.indexObject); return gl; } // ... /////////////////////////////////////////////////////////////////////// // Draw a frame /////////////////////////////////////////////////////////////////////// function draw(gl) { // Make sure the canvas is sized correctly. reshape(gl); // Clear the canvas gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // Make a model/view matrix. g.mvMatrix.makeIdentity(); g.mvMatrix.rotate(20, 1,0,0); g.mvMatrix.rotate(currentAngle, 0,1,0); // Construct the normal matrix from the model-view matrix and pass it in g.normalMatrix.load(g.mvMatrix); g.normalMatrix.invert(); g.normalMatrix.transpose(); g.normalMatrix.setUniform(gl, g.u_normalMatrixLoc, false); // Construct the model-view * projection matrix and pass it in g.mvpMatrix.load(g.perspectiveMatrix); g.mvpMatrix.multiply(g.mvMatrix); g.mvpMatrix.setUniform(gl, g.u_modelViewProjMatrixLoc, false); // Acquire the latest video image gl.dynamicTextureAcquireImage(); // Draw the cube gl.drawElements(gl.TRIANGLES, g.box.numIndices, gl.UNSIGNED_BYTE, 0); // Allow updates to the image again gl.dynamicTextureReleaseImage(); // Show the framerate framerate.snapshot(); currentAngle += incAngle; if (currentAngle > 360) currentAngle -= 360; } </script> <body onload="start()"> <video id="video" src="resources/video.ogv" autoplay="true" style="visibility: hidden"> </video> <canvas id="example"> If you're seeing this your web browser doesn't support the <canvas> element. Ouch! </canvas> <div id="framerate"></div> </body> </html>
See the complete sample.
Why not use the TEXTURE2D
target and
texImage2D
?
RESOLVED: Use a new texture target and new commands. A new texture
target makes it easy to specify, implement and conformance test the
restrictions that enable a zero-copy implementation of dynamic
textures as described in the Overview. Given
that one of those restriction is not allowing modification of the
texture data, which is normally done via texImage2D
using
a new command will make the usage model clearer.
Why not use sampler2D uniforms?
RESOLVED: Use a new sampler type. Most zero-copy implementations will need special shader code when sampling YUV format dynamic textures. Implementations may choose to (a) re-compile at run time or (b) inject conditional code which branches at run time according to the format of the texture bound to TEXTURE_EXTERNAL_OES in the texture unit to which the sampler variable is set. Without a new sampler type, such conditional code would have to be injected for every sampler fetch increasing the size of the shader and slowing sampling of other texture targets. In order to preserve the possibility of using approach (b), a new sampler type will be used.
Should the API be implemented as methods on the texture object or as commands taking a texture object as a parameter?
RESOLVED: Neither. The WebGLTexture
object represents
an OpenGL texture name. No object is created until the name is bound
to a texture target. Therefore the new commands should operate on a
the currently bound texture object.
Should dynamic textures be a new texture type or can
WebGLTexture
be reused?
RESOLVED: Do not use a new texture type. As noted in the previous
issue a WebGLTexture
represents a texture name and is a
handle to multiple texture types. The type of texture is set according
to the target to which the name is initially bound.
Should this extension use direct texture access commands or should
it use texParameter
and getTexParameter
?
RESOLVED: Use the latter. There is no directly accessible texture
object to which such commands can be added. Changing the API to have
such objects is outside the scope of this extension.
texParameter
doesn't seem unreasonable for binding the
dynamic source but doesn't feel right for acquireImage and
releaseImage as that operation has nothing to do with texture
parameters. Therefore those commands will operate on the texture
object bound to a new target. For othogonality so too will
setSource.
Should we re-use #extension
NV_EGL_stream_consumer_external
, create our own GLSL extension
name or have both this and a WebGL-specific name?
RESOLVED: Any of WEBGL_dynamic_texture
or the aliases
GL_NV_EGL_stream_consumer_external
or
GL_OES_EGL_image_external
can be used to enable this
extension's features in the shader. This permits the same shader to be
used with both WebGL and OpenGL ES 2.0.
What should happen when an object of type
HTMLCanvasElement
, HTMLImageElement
or
HTMLVideoElement
is passed to the existing
tex*Image2D
commands?
UNRESOLVED: Suggestion: for single-frame HTMLImageElement set the
texture image to the HTMLImageElement; for an animated
HTMLImageElement set the texture image to the first frame of the
animation; for an HTMLCanvasElement, set the texture image to the
current canvas image that would be returned by toDataURL; for an
HTMLVideoElement, set the texture image to the current frame. In all
cases, the texture image does not change until a subsequent call to a
tex*Image2D
command. Is this a change from the way
any of these elements are handled today? This area is very
underspecified and needs to be clarified in the WebGL
specification.
Should dynamicTextureAcquireImage
and
dynamicTextureReleaseImage
generate errors if called when
the image is already in the state to be set or ignore those extra
calls?
RESOLVED: They should not generate errors.
dynamicTextureAcquireImage
will be defined to implicitly
call dynamicTextureReleaseImage
if there has not been an
intervening call.
This API is implementable on any platform at varying levels of efficiency. Should it therefore move directly to core rather than being an extension?
UNRESOLVED:
Should this extension support HTMLImageElement?
UNRESOLVED: If we are tracking the behavior of CanvasRenderingContext2D.drawImage then there is no point supporting HTMLImageElement. The HTML5 specification for canvassays for animated images to draw the first frame.
Should this extension extend HTMLMediaElement
with an
acquireImage/releaseImage API?
RESOLVED: No. The API would have no purpose and would require HTML{Video,Canvas,Image}Element becoming aware of WebGLTexture or, even worse, aware of texture binding within WebGL. No similar API was exposed to support CanvasRenderingContext2D.drawImage. The HTMLElement is simply passed to drawImage.
Should DOMHighResolutionTime
and window.performance.now()
from the W3C High-Resolution
Time draft be used for the timestamps and as UST?
UNRESOLVED: The specified unit is milliseconds which means using
fractional double
values to represent smaller times with
the attendant issues of variable time steps and inaccuracies. As
currently specified, with browsers allowed to be as sloppy as 1ms
accuracy, window.performance.now()
is insufficiently
accurate. Feedback has been provided. Hopefully the draft
specification will be updated.
Should UST 0 be system start-up, browser start-up or navigationStart as defined in the W3C Navigation Timing proposed recommendation?
UNRESOLVED: If high-resolution time is used, then navigationStart makes sense otherwise browser start-up seems preferable to system start-up as it is closer to the events being measured.
Revision 1, 2012/07/05
Revision 2, 2012/07/06
Revision 3, 2012/07/20
Revision 4, 2012/07/23
Revision 5, 2012/08/30


I’m a graphic designer for Northwestern University School of Professional Studies. Previously, I was an art director/photographer for a sports magazine in my hometown of Bloomington, Illinois. Then, I designed for a community college on the coast of North Carolina. I received my Bachelor of Fine Arts from Western Carolina University where I was a Division I volleyball player.
My fur baby, Wrigley, is eight years old but could chase after a tennis ball for days at a time if I let him. He loves playing in water as long as soap is not involved. In my spare time, I enjoy biking, yoga, binge watching a wide variety of shows and, of course, coding.