Looks good Mark.A few comments:*) is naming all the functions dynamicTextureXXX redundant? The functions are called off the extension object sovar dynamicTextureExtension = gl.getExtenion("WEBGL_dynamic_texture");dynamicTextureExtension.setSource(texture, src);might be enough?*) does dynamicTextureGetSource seem un GL like?Maybe getDynamicTextureParameter(param) in case something needs to be added later?*) is the state before calling dynamicTextureAquaireFrame or after calling dynamicTextureReleaseFrame desirable?It means the behavior of the program is implementation dependent. It could be that on some browsers, never calling either function works perfectly and on other browsers or platforms it performs poorly or not at all. Where as if there is no dynamicTextureReleaseFrame and you're required to call dyanicTextureAcquireFrame to see anything at all it seems more likely you'd get consistent behavior across implementations?On Thu, Jul 5, 2012 at 12:47 AM, Mark Callow <email@example.com> wrote:
I have completed the initial draft of a proposed WEBGL_dynamic_texture extension. The purpose of this is to provide an API for handling textures with dynamic images such as video that can be implemented at the maximum efficiency possible on a given platform, including with zero copies.
Please look at the issues list before posting any questions as it contains many of the questions you are likely to have and several answers.
You can find the proposal at:
I welcome your comments and help to resolve all the listed issues.
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