That is not a very good example. It is easily accomplished by changing the viewport on a single canvas. The only reason to use separate canvases would be if you wanted to separate the views and put other stuff between them. However I don't think that would be a very satisfactory UI experience.
This won't work for us. The problem we were trying to solve was being able touse 1 context to render to multiple canvases. Each canvas is a different size.The typical application that needs this is a 3D editor with multiple 3D viewseach sizes by the user.
The reason we need 1 context to be able to write to all of those canvasesis because sharing GL resources brings with it a huge amount of stateissues. The solution was just being able to use the same context on mulitplecanvases.
You could use a single backing store the size of the larger canvas. You can reuse the auxiliary buffers in the same way.
But that means each canvas has its own backingstore as each canvasis a different size. We can't use a solution where the backing store ispart of context, not the canvas.
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