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eduardo-costa

32 karma · joined April 5, 2015

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eduardo-costa··on Show HN: Human-readable index of Brazilian Government expenses
Hey! BR HUE here too! I've made one similar but with election expenses! http://tomaladaca.org/

Great Work man!

eduardo-costa··on Show HN: Mimic – class-fied inline CSS
There is something similar. https://github.com/eduardo-costa/shortcutcss
eduardo-costa··on Show HN: WebGL Sprites Benchmark
http://haxor.xyz/demos/bunny-mark/#500000
eduardo-costa··on Show HN: WebGL Sprites Benchmark
Sometime ago I profiled the FPS Stats tool and it generated some DOM garbage!
eduardo-costa··on Show HN: WebGL Sprites Benchmark
Chrome 44. The trick is to create 1 Mesh with 300.000 or more planes and render all stuff once. I pass the x,y data to a texture and sample it in the shader.
eduardo-costa··on Show HN: WebGL Sprites Benchmark
OP Here! Thank you for the data!

The hash worked here! http://haxor.xyz/demos/bunny-mark/#500000

For mobile, only touching and adding bunnies (with possible bugs for iOS)

Some extra info. I'm updating the [x,y] on JS and the rest is 1 drawcall in the WebGL side.

eduardo-costa··on Pack arbitrary files into PNG and access them using JavaScript
Author here!

The need appeared when I was doing my WebGL game engine and wanted to pack/compress mesh, texture, xml and any other stuff that would bloat my loading time with tons of HTTP requests!

Also the browser's native PNG decompression would be faster than any external JS lib for lossless decompression.

I limited it to a 16k x 16k PNG (but I think modern browsers can take more than that), allowing 1GB of data.