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Re: [Public WebGL] Purpose of WebGLObjectArray ?



----- "Kenneth Russell" <kbr@google.com> wrote:

> On Thu, Jun 3, 2010 at 12:10 PM, Cedric Vivier <cedricv@neonux.com>
> wrote:
> > Hi,
> >
> > I'm not sure to grasp the need and benefits of WebGLObjectArray ?
> >
> > The only place it's used is getAttachedShaders() and even for this
> > function it would be probably simpler and more useful to return a
> > standard array (ie. WebGLObject[ ] in the IDL) so that all array
> > functions are available as usual to developers, e.g checking a shader
> > has been attached correctly would be intuitively enough :
> >
> > if (!gl.getAttachedShaders(program).indexOf(coolShader)) {
> >   // coolShader is not yet attached to this program, let's attach it
> now...
> > }
> >
> >
> > Thoughts ?
> 
> I believe we specified WebGLObjectArray before Web IDL supported
> sequence<T>. Note that as far as I know none of the WebGL
> implementations currently support getAttachedShaders(), so this issue
> hasn't been explored in depth yet. We could plausibly eliminate it in
> favor of sequence<WebGLShader>.

Sounds good to me.

    - Vlad

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