[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Public WebGL] Question about WebGL specification regarding getAttachedShaders

Hello everyone,

I'm currently implementing the WebGL spec for my V8GL runtime that will target all kinds of mobile and desktop platforms and I got into a question about the usage of typical WebGL APIs because I'm unsure if this is the wanted approach.

Due to having no primitives linked in JavaScript, it makes sense to abstract a couple of APIs that way in which you are able to get the buffers back (as arrays). My question is mostly about the concept behind getAttachedShaders() in the spec - from the implementors side.

My current implementation of the gl.getAttachedShaders() does the following:

- use first argument as programs GLuint
- glGetProgramiv((GLuint) program, GL_ATTACHED_SHADERS, (GLint*) maxCount);
- glAttachedShaders((GLuint) program, (GLsizei) *maxCount, (GLsizei*) countBuffer, (GLuint*) shadersBuffer)
- create v8::Uint32 array out of the returned shadersBuffer
- return the v8::Uint32 array

The code is located here on github, linked line may change due to further work:


Is this the wanted approach for the gl.getAttachedShaders() method?

I think I was just curious because I didn't see a requirement to have a javascript-side WebGLShader data type as all of the APIs seem to be able to be implemented without it.

Thank you :) ~Christoph

-- sent from my Notebook

Christoph Martens
informatics student, former JavaScript engineer at Zynga

linux core dev, hardcore v8 hacker, w3c member (webapp, css & svg)

----------------------------------------------------------- You are currently subscribed to public_webgl@khronos.org. To unsubscribe, send an email to majordomo@khronos.org with the following command in the body of your email: unsubscribe public_webgl -----------------------------------------------------------