I, for one, am not prepared to sign off on something like this
based on what feels like a very sketchy description and no
explanation of how an application is supposed to handle this
situation. Furthermore I share Cedric's concern that most authors
will not handle it.
In native GL app's I let my resize event handler deal with
resizing things to whatever size the window system or user has
permitted. If I understand correctly, in the WebGL case the resize
events are based on the canvas size, therefore special handling is
needed for this error condition. How exactly does the application
handle the condition.
I am already having a hard time achieving what I'd like to do
regarding canvas size due to having to specify the size in pixels
- an insane idea given the wide variety of displays we have to
We need to resolve this issue quickly to get the spec to version 1.0. I hope that you will agree with me that the behavior I've outlined above is acceptable.
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