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Re: [Public WebGL] Behavior of WebGL canvas when it can't make a backbuffer of the requested size?
On Fri, Sep 24, 2010 at 4:17 PM, Gregg Tavares (wrk) <firstname.lastname@example.org> wrote:
> On Fri, Sep 24, 2010 at 4:10 PM, Kenneth Russell <email@example.com> wrote:
>> On Fri, Sep 24, 2010 at 8:58 AM, Chris Marrin <firstname.lastname@example.org> wrote:
>> > I've read over the thread and I agree that we can't hide the actual size
>> > from the author. But I don't think we can change canvas.width and
>> > canvas.height either. Read/write attributes in the DOM are typically not
>> > changed by the system from what the author set. It might even be prohibited
>> > in the DOM spec.
>> > If so, I think we can deal with it cleanly. We already have a context
>> > error event which we can use to notify the author that the context could not
>> > be created and we can indicate that it was because the size was too large
>> > and return the max width and height so the author can make another try. We
>> > can also specify a minimum supported canvas size (1024x1024 or something) so
>> > authors can avoid having to handle the event if they stay within that size.
>> If the author has already fetched a WebGLRenderingContext from the
>> canvas before resizing it then this would need to be a context lost
>> event, not a context creation error event.
>> Despite the fact that delivery of this event is traumatic to the app,
>> I still think it's the option that best fits within the current canvas
>> and WebGL semantics.
> Real GL doesn't give you lost context in this case AFAIK, It just fails to
> make the new buffer. Why should WebGL be any different?
I don't know what happens in windowed mode OpenGL if you try to resize
a window larger than the maximum supported viewport dimensions. I
suspect that at least your app stops rendering. I doubt very much that
OpenGL implements StretchBlt semantivs. WebGL wouldn't really be
different in this regard.
> Do we really want if a window gets sized a little to large the app dies?
> What other HTML thing does this?
It isn't great behavior but it's compatible with the current semantics and APIs.
If we want to add more APIs, we could add a query to
WebGLRenderingContext for the real pixel width and height of the frame
buffer, and stretch it to fill the area of the canvas on the page if
it gets too large for the underlying OpenGL implementation. 99.9% of
the time these dimensions will match canvas.width and canvas.height,
but application developers that care could query them instead.
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