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Re: [Public WebGL] Purpose of WebGLObjectArray ?

On Jun 3, 2010, at 11:47 PM, Cedric Vivier wrote:

> On Fri, Jun 4, 2010 at 08:45, Chris Marrin <cmarrin@apple.com> wrote:
>> It's true, this was done before we felt we could use sequence<>. In fact I thought we had decided to get rid of it a while back in favor of sequence<WebGLShader>.
> Great.
> After reading WebIDL spec I've understood that T[ ] is passed
> by-reference and sequence<T> is passed by-value, which sounds possibly
> less efficient and farther in principle than the C signature, any
> reason to prefer sequence instead of array ?
> Also is untyped "sequence" valid (and intended) for all uniform*v and
> vertexAttrib*v signatures ?
> I guess they should be "sequence<GLfloat>" or sequence<GLint>".
> (here also, passing by-value may generate unwanted copies on some bindings ?)

I'm not sure how WebGL deals with return values. The semantics needs to be that a new array is created, filled and returned. Perhaps that requires the use of sequence? Seems like whether this is literally returned by value or by a reference to a newly created object is a detail of the language binding. But I don't have any preference for one syntax over the other.


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