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Re: [Public WebGL] Shared resources between contexts
I'll quickly mention my own since it's relevant. I hope to make my engine interoperable with other webgl engines / middleware. I'd like to work with existing webgl objects like shader programs etc without needing to know about any specific context. It would make my life significantly easier (and my API simpler) to use objects without regard for the context that created them and matching that to whichever context I want to use them with.
(That said, I do have one worry that multiple libraries working with the same WebGL resources might interfere with each other in strange ways - destroying a resource for example. However, I believe that this probably isn't a problem meant to be solved by the WebGL spec)
On Sat, Dec 24, 2011 at 1:07 AM, Florian Bösch <email@example.com>
What is the feeling on the list for making shared resources available to multiple WebGL contexts?
It'd be useful to think of usecases I think. So I'll start:
1. Doing any kind of editor or application that shows the same information in multiple views embedded in some form of HTML layout
2. HUD elements of games (like say an overview map) overlayed on the main content inside HTML elements
3. Making use of multiple non-continous monitor layouts by way of opening a popup window and accessing its window/document.
I'm not sure resource sharing is the answer to these use-cases. Please contribute other ideas for use-cases and comment weather you think those use cases are the proper place for resource sharing.