Q: is everyone still behind experimental-webgl? If so, revise the spec going forward and for conformance make it so browsers aren't allowed to ship 'webgl' without the proper scaling. Old apps that are using canvas.width/height will use 'experimental-webgl' and can continue to work, new apps using 'webgl' will get the desirable automatic scaling behavior. If current apps are doing a search through ['webgl', 'experimental-webgl'] (which they *should not be*), they're broken anyway.
On Sun, Jun 17, 2012 at 7:05 PM, Mark Callow
<callow_mark@hicorp.co.jp> wrote:
On 17/06/2012 05:30, Gregg Tavares (社用)
wrote:
You already know the backbuffer resolution. It's the
same values you put on the canvas. All I'm suggesting is
that specific requirement needs to get added to the WebGL
spec. If you'd like to know what resolution that will be
scaled to when displayed you multiple them by
window.devicePixelRatio
To be setting up a world where WebGL applications render to small
drawing buffers and get zoomed up is so so so wrong. GL is all about
transforms. App's should be written to draw at any size. It's not
difficult.
Regards
-Mark