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Re: [Public WebGL] Behavior of WebGL canvas when it can't make a backbuffer of the requested size?
On Nov 10, 2010, at 12:34 AM, Mark Callow wrote:
> On 10/11/2010 03:34, Chris Marrin wrote:
>> But you bring up a good point. If the author does "canvas.width = 1000; canvas.height = 500;" will the canvas get resized twice? In other words, what are our rules for when the canvas gets resized? Is there a way for us to optimize the sizing? Maybe we could delay resizing the canvas until either the size is queried, or a WebGL call is made.
> I think it would be preferable if the resizes can be coalesced somehow.
>>> 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 deal with.
>> Huh? This is the way the web works. Mobile devices have had to deal with it from day 1. There are really several choices (from an iOS perspective):
> As far as I recall canvas is the only element where size must be
> specified in pixels. Others can be specified as percentage, points,
> picas, mm, etc.
I think you're referring to the canvas.width and canvas.height properties. That's true, they can only be specified in pixels. Other HTML elements can't be specified in point, picas, etc., either. It's just that other elements like <img> can be specified in percentages in addition to pixels. I think that's just a throwback to the days before CSS.
>> 1) The author does nothing and the scaling logic in the web browser kicks in to show the entire page scaled down or zoomed in. In this case you design like you would for a desktop browser and count on the device to scale appropriately.
>> 2) The author specifies the page size in meta tags and writes specifically for the resolution of the device being used. This is less useful nowadays that there are at least 3 screen resolutions of iOS devices.
>> 3) Use media queries and design several layouts in CSS for a variety of sizes. You can also use media queries from JS to change behavior based on various possible layouts.
>> 4) Use window.innerWidth/window.innerHeight to find the current window size. On iOS devices, they are always "full-screen", so this gives you the screen size. It is actually the size inside the chrome. You can get the real screen size with window.outerWidth/window.outerHeight.
>> So there are plenty of tools to deal with the wide variety of mobile devices. Everything but (2) above are also viable design tools for desktop browsers.
> Indeed. But being able to set sizes as percentages, in particular, is an
> extremely useful aid to the above techniques.
I think the reason Canvas doesn't have this is because it is a big deal to change the size of a canvas. It requires re-rendering of the contents and such. So it was decided to make the canvas size change something that can only be changed by the author.
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