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Re: [Public WebGL] Handling context lost in WebGL



In

function init() {
  canvas.removeEventListener(‘mousemove’, mouseMoveHandler, false);
  ...
  mouseUniformLocation = gl.getUniformLocation(program, “uMouse”);
  ...
  function mouseMoveHandler(event) {
    gl.uniform2f(mouseIniformLocation, event.x, event.y);
  }

  canvas.addEventListener(‘mousemove’, mouseMoveHandler, false);
  ...

do you really need the first line? Since the handler is no longer an anonymous function, it should use the current value of mouseUniformLocation when called.

I think this is a very useful document. Thanks for preparing it.

Regards

-Mark



On 13/10/2011 10:25, Gregg Tavares (wrk) wrote:
I just got through updating all the demos on the Khronos WebGL SDK to handle context lost

I wrote up some of the issues I ran into and their solutions and put them on the WebGL Wiki here

http://www.khronos.org/webgl/wiki/HandlingContextLost

I hope that's useful.

-gregg