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Re: [Public WebGL] OT: exception handling

That's a great resource and a great start but if we really want the issue to gain traction among devs you have to get high profile people to make some noise about it and you need it to be easy to find samples that handle it correctly. If the only way to learn about context loss is to go searching for context loss nobody will ever pick up on it. If they see context loss handling in every example packaged with Three.js, though...


On Fri, Apr 6, 2012 at 6:31 PM, Gregg Tavares (勤) <gman@google.com> wrote:

On Fri, Apr 6, 2012 at 9:59 AM, Brandon Jones <tojiro@gmail.com> wrote:
What would be beneficial is to have a few high-profile apps/demos updated to handle context loss and have the authors blog about the process.

Oh what? Someone did that.
http://www.khronos.org/webgl/wiki/HandlingContextLost ;-)

It's been something that's been bugging me for a while, so I'd be happy to give it a try with the Quake 3 demo. It would be nice to see someone talk about context loss recovery with a Three.js/other framework app as well, since that's what most WebGL content currently consists of. I think working it into some of the LearningWebGL tutorials would also go a long ways, since that's where a lot of new developers are directed to start.

I'm totally with Florian in saying that context loss is a terrible, horrible thing to push onto developers, but as long as we're stuck with it we may as well try and make sure that the issue has high visibility (which it does not right now).


On Fri, Apr 6, 2012 at 9:44 AM, Florian Bösch <pyalot@gmail.com> wrote:
On Fri, Apr 6, 2012 at 6:39 PM, Gregg Tavares (勤) <gman@google.com> wrote:
Every DirectX app from DirectX1 through DirectX9 handled this. There's lots of precedent for dealing with this.
Alright, maybe it's a documentation/tutorial/example problem then. I'd call for some topic page somewhere that collects a series of working applications that deal with this. Starting with a hello world, and ending somewhere at the level of angry birds and webgl quake. My personal theory is, with JS/WebGL anybody's gonna hit a stonewall at about tutorial #3 or #4, and I know I'm not qualified to write them, because from where I'm sitting, the complexity and difficulty so quickly explodes, I don't believe in it. But I'd love to be proven wrong for good.