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Re: [Public WebGL] Re: Renaming "webglcontextlost" and friend (Was: [whatwg] Hardware accelerated canvas)

You definitely need to support the old names, otherwise code will just stop getting the events it was asking for and never know. That's a pain to regression test for.

My $.02


On Fri, Dec 14, 2012 at 5:00 PM, Benoit Jacob <bjacob@mozilla.com> wrote:

That sounds fine (and I am all for this addition to Canvas 2D), but
don't want to break existing WebGL applications --- especially not the
few ones who were brave enough to implement support for handling these

Renaming WebGLContextEvent should be fine --- I don't expect that
real-world code would be affected by that, right? I am more concerned
about renaming "webglcontext{lost,restored}". To avoid breaking code, we
would have to keep generating events under the old names, alongside the
events under the new name. That sounds acceptable though, especially as
these events aren't supposed to be fired very frequently.


On 12-12-14 06:41 PM, Ian Hickson wrote:
> This is a question for WebGL in the context of some changes we need in the
> 2D space:
> So long story short, there are cases where, however hard we try, hardware
> is going to abandon us and clear the 2D canvas state.
> WebGL fires a "webglcontextlost" event (using a WebGLContextEvent object,
> though its one special attribute is not used for this event) when the
> context is lost, and then a "webglcontextrestored" event when the hardware
> comes back from lunch (same deal with the event object).
> It seems like it'd be good if we could reuse that for 2D, ideally though
> without the "webgl" prefix and just using a regular Event object rather
> than WebGLContextEvent. If we do that, it'd be ideal if we could also
> change WebGL to be consistent with the more generic terms and similarly
> use regular Event objects. Is that possible?

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