[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Public WebGL] Behavior of WebGL canvas when it can't make a backbuffer of the requested size?
----- Original Message -----
> After more thought, using a context error event is going to make life
> hard for application developers. Their resizing logic will be
> straight-line, but errors during setup requiring resizing to a smaller
> size will be reported asynchronously.
> Tab Atkins (who works on the Canvas spec) and I discussed this, and it
> sounds like the solution that's most compatible with the current style
> of web development is to silently handle this situation: make the
> WebGL back buffer as big as possible, scale it to the canvas's width
> and height, and provide an API to find out the real backing store
> size. This is similar to the behavior of CanvasRenderingContext2D in
> several ways: the fact that the backing store size doesn't need to
> match the canvas's size, and the fact that CSS styling can stretch the
> canvas. Throwing an exception during canvas resizing is undesirable
> since the entire web site is likely to stop working, where it could
> "mostly work" otherwise.
> I propose that we add the following API to WebGLRenderingContext:
> long getDrawingBufferSize();
Yep, this makes sense to me -- but I'd suggest that we just add a new glGet query instead of a new API call. Something like DRAWING_BUFFER_SIZE_WEBGL; the author already has to query DEPTH_BITS/STENCIL_BITS/etc. to figure out whether their ContextParameters were honored and how, so this seems like a pretty natural extension.
You are currently subscribed to email@example.com.
To unsubscribe, send an email to firstname.lastname@example.org with
the following command in the body of your email: