This quick post is to point out a fix to an issue I had to deal with a few weeks ago and was caused by a Chrome update. Components with absolute positioning and a 2D CSS transform started flickering when placed inside a scrollable component. A brief search online revealed several people with similar problems, but the suggested fixes were all very different. I tested several of them (including obvious changes to the z order) before finding the one that actually did the trick. What eventually worked for me was adding an empty 3D transform to the same elements with 2D transforms: transform:translate3d(0,0,0); I guess the reason why this works is that it forces elements to be drawn via a different rendering / compositing path than standard 2D elements.
A new section has been added to the website: 24Hour Games The 24H Games project is an experiment in gameplay design and developement. Its main objective is the creation of simple web-based games in a single day . Each of the games presented here has been built by a single developer (that is, me ^-^) in just 24 hours. Each game is presented along with its developement log , describing the various steps in the creation of the games, things that worked and things that didn't. The first published game is called Atomz . In this puzzle game the player links moving symbols (thr atomz) by matching shape or color, before they go out of the screen. Linked atomz switch their state, linking them in a smart way to create bigger molecules increases the score. Enter the 24Hour Games project page to play the game and read the developement log!
This post will hopefully help people avoid a mistake that cost me several hours of debugging. In one of my projects I have been working with OpenGL 4 double precision vertex buffers. As the buffer data was passed to the shader as a generic attribute, I have been using glVertexAttribPointer to specify the attribute location in the data stream. This worked fine with floating point data. When I needed to switch to double precision, I checked the glVertexAttribPointer specification: this function accepts GL_DOUBLE as an input type: therefore, I assumed that change was all I needed to pass double precision data to my shader. I noticed two other version of the attrib pointer function existed ( glVertexAttribIPointer and glVertexAttribLPointer ) but I thought they were just legacy functions or alternatives to using glVertexAttribPointer with GL_DOUBLE or GL_INT type specifiers. Things did not work as I expected. trying to pass double precision data to the shader cau...
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