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Re: [Public WebGL] Re: WebGLSL Media Type Proposal
On Mon, May 21, 2012 at 9:13 PM, David Sheets <email@example.com>
When using HTTP content negotiation to serve different aspects of the
same resource. For instance, a WebGLSL resource could be either an
HTML page describing the shader, an FX file containing the shader, the
raw shader source text, a JSON encapsulation of the shader, or a LaTeX
document typesetting the mathematics embodied in the shader.
You're misunderstanding what HTTP content negotiation is for. It's used--when it's used at all, which is rarely--to choose between functionally equivalent representations of the same resource, such as a JPEG and a GIF of the same picture. It's not used to choose between completely different resources that are about the same topic; for that you use different URLs.
When writing a program to extract WebGLSL shaders from pages that
embed them in semantic <script> tags, the type of the enclosed source
is a key piece of metadata.
This can be done without the beaurocracy of officially registering a type; all we have to do is agree what to use (eg. text/x-glsl or text/x-glsl-vertex). Officially registering a type is just a "might be nice"; not a big deal if it's simple, but not worth jumping hoops for.
More generally, when transporting or serializing different
representations of same mathematics embodied in a shader, the media
type is an extremely helpful field to distinguish different
If you have different implementatiosn of shaders with the same functionality (eg. GLSL and Direct3D shaders--as unlikely as that is in this context, or even in theory), they should have different URLs. That's what URLs are for.